[center][h1][b][u]The Divine Equation[/u][/b][/h1][hr][hider][center][h2][u]Bayera's Conception[/u][/h2] [hr][h2][u][i]The Primordials[/i][/u][/h2][hr] [hider=Spoiler][h3][b]Ahlvaerian[/b][/h3][hr] [h3][b]Estari[/b][/h3][hr] [h3][b]Embryo[/b][/h3][hr] [h3][b]Laerana[/b][/h3][hr] [/hider][h2][i][u]The Gods[/u][/i][/h2][hr] The result of the Great Fracture, Gods are Divine entities with truly vast souls, and thus existences, beyond the scope of any mortal. They are the beings aligned with the creative forces of existence, with the “Right,” end of karma, though they may err as a mortal might. Possessing an inherently vast Sway, Gods are capable of reaching through the ether to influence the world to varied degrees, though their doing so without [i]anchors[/i] weakens them. While thought by many to be largely benevolent and [i]good[/i] entities, this is not necessarily the case, as Gods are focused more on furthering the expansion of the universe and the creation of new ideas and concepts. While Gods do interact with the world at large, they tend to do so through their followers or by way of their progeny, angels preferring to interact in a way that gains them much, but costs them little. Despite their interactions with the world being a regular thing, their actions are noticed infrequently as they work on a subtle level, only acting overtly when necessary. All gods, as with their counterparts, the Archdemons, can be replaced or joined by their Angelic progeny. Regardless, scholars of Bayera have largely come to the conclusion that there are eight gods that persist in aspect, if not in spirit. Last to note is the fact that, as with Archdemons, Gods are capable of bestowing gifts of power upon their favored followers, which can grant a small portion of their power to the mortal in question. However, the method of gaining a given God's favor differs between individuals, not to mention that most gods will not grant gifts to an individual who another god has laid claim over already, at least so long as that individual remains under their sway. Such is the way of their kind, flawed in nature, sympathetic in spirit—oft times—and vast in nature. [hider=Spoiler][h3][i]Name[/i][/h3][hr] [h3][i]Name[/i][/h3][hr] [h3][i]Name[/i][/h3][hr] [/hider][h2][i][u]The Four Neutralities[/u][/i][/h2][hr] Their karmic nature falling somewhere between that of Archdemons and Gods, the Four Neutralities are a small group of gods of far more ancient nature, though the same origins, who work as the balancing force of existence. While Gods seek to create and Archdemons destroy or corrupt, the Neutralities are the middle men or third parties among divines, acting as mediators, brokers of deals, and Divines with the purpose of dictating forces which have no true alignment. Time, Knowledge, Balance, and Connection are these aspects and they have been as such since the conception of these Neutral Beings. It is thought that, unlike Gods and Archdemons, the Neutralities do not change and have been the same, perhaps with one exception, since time immemorial. Also unlike their kin, the Neutralities tend not to directly interact with the mortal realm, but instead watch over their individual aspects so as to maintain a sort of balance through dealing directly with the divine forces at play in the world at their sources. Strangely, the Neutralities nonetheless have agents among mortal-kind, as they prefer to cover every possible angle, should it ever be necessary for them to act from such. Perhaps most embroiled in the interactions of mortal-kind are Haramon and Vurin'al. [hider=Spoiler][h3][i]Haramon[/i][/h3][hr]A being associated closely with magic, Haramon is the Arbitrator, the ruler of contracts, deals, oaths, and exchanges. He is the god of trade and promises, of karma both good and bad. While not technically a god of magic, Haramon is strongly tied to those who utilize magic, particularly summoners and contract magus. Haramon is neither benevolent nor malevolent in nature, instead swinging between a series of morals that are hardly human or mortal at all. While Haramon presides over those of a mundane persuasion insofar as their use of deals and the practice of trade, he is far more important to contract mages in that one such individual must bind themselves by the deity's will before beginning their practice. In this way it is seen that Haramon, rather than favor particular people, favors the idea of balance, allotting negative or positive karma to those who would maintain it. This reveals that Haramon prefers deal with mundane humans rather than practitioners as the latter are much more liable to offset the natural balance than the former. Ultimately, regardless of one's persuasion, Haramon enforces the words of man, and for practitioners, binds them to it. Should their word be broken Haramon is the one who deals the karma which acts as their payment for the slight. While possessing no particular form, Haramon sometimes, in dreams or the infrequent manifestation, takes the shape of a judge, garbed in blacks, whites, greys, blues, and reds, one half of his form in contrast with the other. He is often depicted with a crown of metal flowers, thorns on their stems and an imperious stare. He is said to hold a scale in one hand and a hammer in the other. [h3][sub][i]Haramon's Will[/i][/sub][/h3] An oath sworn either upon one's entrance into the practice of contract magic, or as a result of tampering with such and thus being forced to follow through, Haramon's Will is a binding ritual which holds all contract mages to their words and actions. It is such that practitioners of the magic cannot lie, or rather [i]should not,[/i] as doing so may endow one with karmic debt or render them forsworn. It should be known that to be forsworn is to be unable to cast all magics, but the darkest sort, leading one to either destroy themselves with such or lead a 'mundane' life. However, while the Oath has steep consequences for being broken or marred it too has its boons. The most notable of these benefits is the Oath's [i]reward[/i] for upholding promises and bargains as the continued act of fulfilling such things [i]empower[/i] those who do so. It should be noted that while those bound by the Oath are penalized for dishonesty and lying, they are not punished for omitting details or using statements from former contexts. All that matters in truth is that their words are true in a given context. Thus, the narrower the context and questions asked, the more difficult it is for one who is bound by such to evade the truth without consequence. [h3][i]Chronosia[/i][/h3][hr] Goddess of Time. [h3][i]Akasha[/i][/h3][hr] Goddess of Knowledge [h3][i]Vurin'al[/i][/h3][hr] God of Connections. [/hider][h2][i][u]Archdemons[/u][/i][/h2][hr] Beings inherently of “Wrong,” Archdemons serve as the antithesis to the Gods, existing as sentient manifestations of entropy, in some form or another. While not inherently evil, or even malevolent in the purest sense, Archdemons are entities which seek to gain footholds in the world, expanding their disruptive influence so as to sway the world towards its eventual destruction. With their souls just as vast as their counterparts, Archdemons exist to spread, corrupt, and make deviate the world from the intended path of the Gods. While not entirely reviled by mortals, Archdemons, unlike their counterparts, are seen as beings who ought be avoided, though never left to their own devices. They are not to be trusted unless one trusts them only to ruin them, in one way or another. Additionally, unlike the Gods, Archdemons have the tendency of working against eachother in the interest of individually gaining a greater sway over the world and its destruction as a result. It is in this that hints of their own entropic nature are revealed as they work to destroy even eachother, subsuming one another for power and influence when the opportunity arises. Additionally, while gods merely work through their progeny, the Angels, Archdemons outright [i]use[/i] their progeny as puppets of their will till they become strong enough that such is no longer possible. While some of their ilk are worshiped by mortals, it is more often than not that this is only in the interest of placating their terrible wraths and protecting oneself from such for a time. Most, rather than worship them, seek to understand them and document the individuals of particular note and how to deal with them. These brave scholars and mages have revealed to the world that, at least at present, there appear to be at least twelve significantly powerful Archdemons. Yet despite the best efforts of such people, all measures eventually fail, as they are only temporary stop-gaps for the tremendous force of entropy that drives these colossally “Wrong,” beings. As no matter your nature, your time can only last so long, and when it runs out, most discover, too late, that their enemy has merely bidden its time. Such is the nature of entropy's encroaching destruction, as no one can escape it forever, not even the Gods. [hider=Spoiler][h3][b]Urthyr, Archdemon of Fate[/b][/h3][sub]Credit goes to [@Tuujaimaa][/sub][hr]Of the Archdemons, Urthyr is considered by and large to be the most favourable to interact with as a mortal. Presiding over the domain of Fate, Urthyr’s goal is to draw mortals away from their intended paths and disrupt the natural order in doing so – which, by the standards of its brethren, is significantly less barbaric and far more palatable. Urthyr is among the most powerful of the Archdemons for many reasons, one of which being that many mortals inevitably act upon impulse and desire if nudged in the correct direction – they do not require a specific propensity towards the karmic concept of “wrongness” – any act committed in Urthyr’s name is wrong by virtue of the karmic intent of the mana that Urthyr writes its contracts in. Another contributing factor to Urthyr’s success and persistence is that they have existed in their current capacity for 1,700,000,000 years – they are the second oldest Archdemon, and by a long stretch at that. Age has given Urthyr the wisdom to fight only when absolutely necessary, and never to peddle so much influence or hoard too much power in order to maintain the delicate balance. Among the most cunning of its brethren, Urthyr delights in the grand game of influence peddling with its spawn, and though many seek to supplant the Archdemon of Fate, few are able to gain enough following to do so – and many remain loyal, at least on a surface level, in order to gain from Urthyr’s victories but not to suffer from their losses. [h3][b]Traelyn, Archdemon of Absolution[/b][/h3][hr]The sire to many, though most only know of his misbegotten son, Dichónoia, a demon of Discord, Traelyn is a waning Archdemon of great age. Perhaps the oldest of the currently reigning Archdemons, Traelyn is a lofty 2.6 billion. This Archdemon, despite its flagging power, is no being to trifle with, as it is yet to lose its capability to obliterate those who stand in its way be it through subtlety or outright brute force—though he prefers the former. Responsible for the downfall of many a mortal and a great deal of damage to the scales of “Right,” and “Wrong,” Traelyn is known throughout Bayera as a false god by some and a savior by others—though both are wrong in their own capacity. For those who know his aspect these titles hold far more meaning, as Traelyn holds dominion over the aspect of Absolution, allowing the Archdemon to, in some capacity, absolve others of their karmic burdens—at least for a time or a price. This ability is an empty promise of sorts as no one can avoid the consequences of their actions forever, and so it is that Traelyn plays the long game, preying on the comparatively short memories and lifespans of mortals and making deals that appear not to benefit him, but in reality are one-sided, only truly benefiting the Archdemon when all is said and done. Perhaps more dangerous than just Traelyn's age, wit, and raw might is his alliance with the Archdemon of Fate, Urthyr. It is largely due to this alliance that Traelyn persists despite the vampiric influence of his own son's machinations as he has taken to making joint contracts with Urthyr's [i]“clients”[/i] rather than only make his own bargains, this way their gains far outweight their collective losses. However, the question is will it be enough? [h3][b]Name[/b][/h3][hr] [h3][b]Name[/b][/h3][hr] [/hider][h2][i][u]Minor Deities and Demigods[/u][/i][/h2][hr] [hider=Spoiler][h3][b]Name[/b][/h3][hr] [h3][b]Name[/b][/h3][hr] [h3][b]Name[/b][/h3][hr] [/hider][/center][/hider][/center]