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yvar bringer of the dawn; god of the sun, the day, fire, creation, justice, and order. Libations of wine to him are said to bring victory and justice; curses invoked in his name ask for vengeance. Patron of leaders, judges, soldiers, and royalty. Frequently depicted with golden eyes and hair. Symbols include the sun, winged lions, and griffons. Yvar led the charge against the evil in the War. Those who sit the throne of Imber are said to have the blessing of Yvar.
syl'varen twin brother of Yvar; god of the moon, the night, death, mysteries, and magic. Libations of wine to him are said to bring luck; curses invoked in his name are most severe and ask for injury or death. Patron of sorcerors, criminals, and gravediggers. Usually depicted in religious art as a skeleton in a black robe, though some interpretations see him as simply bone-pale and silver-haired. Symbols include the moon, wolves, and owls. Syl'varen's clever magic sealed the gateway between planes, banishing their enemies on the other side. He then turned against his brother and was defeated, though some whisper that these are lies perpetuated by his brother's zealous worshippers.
amarei the spring maiden; goddess of the hunt, animals, journeys, beauty, and love. Libations of rose water to her are said to bring love; curses invoked in her name are usually petty and ask to mar beauty or youth. Patroness of lovers, youths, animals, artists, and sailors. Usually depicted with hair hanging loose past her waist and holding a bow. Symbols include flowers, doves, and deer. Amarei inspired their troops with her melodious voice, keeping up morale through the War.
eraduil the autumn mother; goddess of the harvest, the hearth, marriage, contracts, and commerce. Libations of olive oil to her are said to bring fortune and wealth; curses invoked in her name ask for punishment to those who break verbal and legal vows. Patroness of craftsmen, merchants, parents, and farmers. Usually depicted dark-skinned with curly hair. Symbols include wheat, dogs, and bulls. Eraduil kept the camps warm and warriors fed, giving them strength to fight.
the vossana the crone of winter; goddess of fate, prophecy, healing, and wisdom. Libations of salt water (or blood) to her are said to bring healing and longevity; curses invoked in her name ask for her to weave misfortune and misery into a person's fate. Patroness of healers, the ill, the dying, and the desperate. Usually depicted as an old woman with white eyes; there are occasional claims of her being spotted in the Velwood near her shrine in the Spires. Symbols include a loom, ravens, and spiders. After the War, the Vossana healed their wounded, and brought peace to the dying.
Within the Kingdom of Imber, magic is uncommon, and what little there is to be found is heavily regulated. Many wielders — both those who carry the spark of it within their bloodline, and those who have discovered spells and have the daring to attempt them — live on the fringes of society. Some eke out a living off of their cantrips or enchantments. But those who make too overt a display of their gifts or are perceived to use them to attain power find themselves hunted and imprisoned. Facing the prospect of a life spent in fear of kingdom guards and witch hunters, it’s little wonder that many seek a safe haven. The largest refuge for mages lies in the untamed Velwood, though some manage to evade notice of authorities by maintaining a low profile.
Few have found legitimacy studying magic. To openly practice spellcasting and keep one’s head requires the patronage and protection of nobility, and even then the position can be tenuous. These wielders are relegated to the positions of curiosities and entertainers, instead of emulating the prestige and influence of the mages of old. However, most would rather serve wealthy families by providing party tricks, superficial glamour spells, and tarot readings skewed towards flattering the vanity of their patrons than risk a swift execution at the hands of an angry crown and malicious court society.
The study and performance of magic is divided up into several schools of practice:
ARCANE adepts manipulate energy, bullying the world around them to bend to their whims. Transfiguration, illusions, summoning, scrying, and offensive and defensive spellwork fall within the broad strokes of arcane spellwork.
ELEMENTAL adepts command and manipulate the four primary elements: fire, water, air, and earth, and all those combinations and forms they come in. Elemental mages typically generalize across multiple elements, although some prefer to specialize in a particular element for further mastery.
PRIMAL adepts tap into nature and the world itself, their bond with and control of flora and fauna going far beyond what could be accomplished by adepts of another school. Primal adepts are also unparalleled healers. Exceptionally talented primal mages have also been known to shapeshift. Because they're so at ease in the wilds, primal mages tend to live remote from society.