There are five major deities, or Great Spirits, that Schyrra looks to. They constantly look to better their people in various ways.

The Mirror: Primarily a Therin patron, the Mirror is a personality with its hands in many jars. It was a keeper of the old ways, traditions, and vigilance. It has changed since its age old foe, Sanguinius, has managed to conquer its people. The Mirror now personifies youth, war, and the two shades of truth: smoke to hide and mirrors to reflect. Worshipers of The Mirror are apt to work in silence for the betterment of others. It guides its followers to seek the small beauty left in life and protect knowledge.

The Jester: Also known as The Great Annoyance, The Jester is a personality that pokes fun into the lives of its followers and other spirits. Many Airidi and Kaleese follow The Jester, but some followers are disliked due to the extreme nature they take their pranks. Followers of The Jester find ways to enjoy their lives and often succumb to wanderlust. The Jester does not guide its followers, but does provide them with good or bad luck.

The Wind: The Wind is an enigmatic spirit that primarily governs coins and wisdom. It is said to guide the exchange of both goods and knowledge and has a very strict sense of worth. It is not concerned with criminal justice unless that justice deals with thieves. Many Sonori and Hurero follow this spirit. The Wind commands its followers to be fair, honest, and wise.

The Mountain: The Mountain is a spirit that protects flora and fauna, as well as guiding agriculture and ranching. It is primarily concerned with preservation and respect of the land. It is very pragmatic yet stern, like an old parent, and is said to have been the first of the great spirits. The Mountain teaches its followers to love one another.

The Obelisk: This spirit protects the sanctity of the dead, and rules over the afterlife. It is a fair, balanced judge with an even temper and mild manner. The Obelisk is concerned with preservation of knowledge and spirits, and destruction of the physical.

There are four under spirits dedicated to ensnaring the souls of the weak. They use mortals and immortals alike to sow chaos and horror.

The Blood (Sanguinius): The Blood is a spirit of war. It revels in the mass scale of slaughter and suffering that war can bring. It is the greatest of the four vile spirits. Many have fallen under its sway, and many more do not realize they have.

The Mask: The Mask is similar to The Blood, and differs only in scale. While The Blood seeks to kill many, The Mask seeks to kill the powerful few. It is a guide for assassins, as well as thieves and other shadowy characters. It does not see itself as a vile spirit, but cannot deny its methods are vicious. The Mask and The Jester are said to be twins.

The Fog: The Fog is a very narrow-minded, yer horrid spirit that revels in the power of terror from the unknown. It is said that the night sky contains horrors that can come to the land in various ways. Many people fear natural fog for what could lurk within.

The Herald: The Herald is another not completely evil spirit. It is filled with rage that it unleashes upon the world, yet it becomes calm and gentle and brings much needed rain. It is a patron of storms and signals the coming of a new set of seasons.

The West brings a new series of ideas, saying that the great spirits are all one, and that the under-spirits are a single spirit opposed to this one. They call their idea the Way of Light.

Yomir: The positive spirit of the Way of Light. Yomir is said to bring prosperity to the meek and joy to the just. Yomir also heals the sick and wounded and is given to great acts of compassion and mercy.

Salnon: The negative spirit of the Way of Light. Salnon attempts to drive people away from Yomir with temptations of power, wealth, or other, more personal ideas. Salnon then punishes those who stray from Yomir. Some rare servants of Salnon, including the Inquisitors, seek to emulate this cycle of unjust reward and just punishment.

The East brings a philosophy with it rather than a true religion, saying that the spirits are not as important as an individual’s deeds.

The Serene Path: this path teaches 3 virtues: Courage, Compassion, and Mastery. Courage is to stand up when others kneel, and to kneel when others stand. Compassion is to show respect to all enemies as well as friends. Mastery is to dedicate oneself to a specific skill.

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