Ethernalis Lore

Religions of Altarmn

The gods are not distant decorations. They are pressures: death, justice, secrecy, time, chance, wind, fire, nature, pain, and the corruption that learned to wear authority.
- A guild summary of worship, doctrine, and forbidden devotion
11 Divine Powers· Empire and Heresy· Temples, Shrines, Cults
I
Imperial and Martial Faiths

The Powers That Hold the Line

Some religions in Altarmn are public, institutional, and useful to the Empire. Others survive beside those institutions because soldiers, paladins, mages, and knights cannot live by law alone.

Palide

The Arbiter of the Last Breath

Palide is the god of balance and death. His clergy teach that souls return through the Recycling of Essence, stripped of excess before being cast back into the turning world. Greater souls are said to be kept in the Death Realm, preserved rather than reborn. His temples are common in imperial cities, and mages seek them to steady unstable magic. Necromancy, demonology, and undeath are his greatest blasphemies.

Acclimeath

The Unyielding Measure

Acclimeath is justice as conscience rather than law. Her worship is personal: a candle beside an oath, a sword across a threshold, a scar remembered. Paladins who swear fully to her intervene when cruelty demands an answer, even against institutions they once served. She does not judge victory or failure. She asks whether the faithful acted when action was required.

Somphe

The Veiled Witness

Somphe is the blind god of knowledge and secrets. She does not watch the world; she remembers what is lost, buried, erased, or forbidden. Her temples resemble archives more than churches, and her followers are often mages, acolytes, archivists, and seekers. She offers no protection from knowledge. In her creed, truth is not safe. It is accurate.

Aclevesion

The Unbroken Oath

Aclevesion governs knighthood, righteous battle, and strength bound by duty. His orders disagree on mercy, loyalty, and protection, but all agree that oathless strength is dangerous. His halls are training yards, stone chambers, and walls inscribed with vows. He does not bless glory for its own sake. He watches who stands, and who refuses to draw a blade without cause.


II
Unsettled Domains

Gods Without Clean Temples

Not every power is worshiped in a sanctioned hall. Some are named by sailors, thieves, gnomes, smiths, couriers, and the desperate because their domains are too present to ignore.

Levhi

The One Who Waits

Levhi is the god of Time, though his followers doubt that time truly moves for him. He has no imperial temples and no lawful clergy. Gnomes speak of him as accumulation: every choice, delay, regret, and moment remains. He does not grant boons or answer prayers. To acknowledge him is to accept that nothing is entirely lost and nothing is entirely resolved.

Mistrel

The Laughing Debt

Mistrel is mischief, trickery, chance, and unsettled outcomes. Thieves, gamblers, smugglers, and wit-driven survivors praise him as the god of openings. His worship is banned by the Empire because he undermines certainty. His favor is never free: luck is borrowed, imbalance attracts attention, and every lever leaves a mark on the hand that pulls it.

Cuhmn

The Unbound Breath

Cuhmn is wind, sailors, couriers, heralds, spies, and messages. He governs passage rather than destination. Offerings are thrown overboard, tied to bridges, or left to move in the air. He does not guarantee safe arrival or clean communication. A letter may arrive smudged, a warning late, a rumor early. Nothing entrusted to wind remains fully controlled.

Agni

The Unquenchable Flame

Agni is the Eternal Flame, patron of the elements and of creation that cannot be undone. Smiths, elementalists, and alchemists court her whenever they use fire, pressure, stone, or raw change. She does not value balance or restraint. Her doctrine is transformation: progress consumes what came before, and once touched by flame, nothing returns unchanged.


III
Ascension, Theft, and Breach

The Gods Who Prove Divinity Can Be Damaged

Sillish

The Taken Root

Sillish was once an elf of the forests, untouched by ambition and known for healing where others conquered. The old gods judged her essential and took her into the astral plane without consent. As patron of druids and guardian of living balance, she endures growth, decay, renewal, blight, fire, and every wound inflicted on the land. Her worship is quiet, mournful stewardship rather than triumph.

Es-tvieth

The Ascended Wound

Es-tvieth was an elder demon who forced her way into the Astral Plane. She is pain made eternal, not pain that teaches, cleanses, or ends. Martyrs and the unbound seek recognition in suffering; darker cults make agony into communion. Her following is strong among some Drow, where immortality and endurance already blur into obsession. She accepts what is given and never gives it back.

Yarvin

Yrrvynmelech, the Borrowed Shadow

Yrrvynmelech is feared as a devil, though official doctrine calls him a demon. Suppressed accounts claim he entered the Astral Plane hidden within Emperor Astrael's ascension ritual, worn like a protective mantle. He is not evil as spectacle. He is corruption given permission: survival at any cost, cruelty named order, truth buried for stability, and authority excused because it remains useful.


IV
Practice

How Religion Enters Daily Life

Temples

Palide and Aclevesion are the easiest powers to find in stone. Palide's temples guard death, balance, consecrated ground, and stabilized mana sources. Aclevesion's halls train bodies and bind strength to oath. Somphe's holy places are archives, and Agni's often stand near furnaces, volcanic ridges, or ritual flames.

Shrines

Acclimeath, Cuhmn, Sillish, and Levhi are often honored without buildings. A blade laid across a threshold, ribbons on a pier, a stone circle in a grove, or a pause before an abandoned place may be enough. Their worship is personal because their domains enter life before priests can formalize them.

Bans

Mistrel's worship is outlawed because chance makes systems look fragile. Es-tvieth's cults are hunted because they turn suffering into devotion. Necromancers earn Palide's hatred because they interrupt the passage of souls. Yarvin is suppressed because admitting his presence would admit a wound in imperial authority.

Tension

The pantheon is not a harmonious council. Palide demands clean endings; Agni makes irreversible change. Somphe preserves secrets; Cuhmn scatters messages. Acclimeath defies unjust order; Yarvin teaches order to excuse itself. Sillish mourns balance; Es-tvieth sanctifies the wound. Faith in Altarmn is therefore practice under pressure, not simple belief.

← Back to Compendium Read Race Lore