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[✗] [Deity] Lagara, Goddess of Lein Hahnu


MajesticOwyn
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Preface (OOC)

The lore written below is to implement a new neutral Aengudaemon, adding it to the established pantheon on LotC. What we have written hopes to develop just who Lagara is, her realm, and the many beings she has created beneath her. Thank you for reading!

Created by: MajesticOwyn, Wulfery, PosidonX7 and xxEnderking

 

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Lagara, strumming her harp as she overlooks the serenity of Hastilaegi.

(Source)

 

Lagara, Goddess of Lein Hahnu

Aengudaemon of Devotion and Ancestry


Origin

 

From the beginning of her existence, Lagara relegated herself to the shadows, taking on a role as an outside observer. She watched on in a mixture of envy and horror as her brothers and sisters squabbled over the the mortal realm, each vying for the largest amount of control and power. She secluded herself from them, avoiding any ties or connections, determining it was the safest way to stay out of their endless cycle of conflict.

 

With time these emotions only increased in severity, for Lagara was a being of extremes. Were she to love, it was a deep and boundless one. Were she to hate, it was as if it had taken root into her very soul, coursing through her being. After time, one emotion came to dominate the others.

 

Loneliness.

 

This feeling quickly spread through her, and with it a sense of existential dread. Through this torment Lagara quickly realized that she needed more than to just be the one who watched. She had not forgotten all that she had seen, however, and realized that there was no place for her among the others of her kind. It was their eternal cycle of conflict that she wished to avoid. She desired a realm of her own, one in which she was the most powerful and beautiful. A realm which she would fill with followers and servants who only desired to please her.

 

So, Lagara tapped into her very being, channeling her latent powers into one sole desire: to create a realm of her own. In the beginning, only a seedling; a thought, an idea. Lagara poured every thread of her being into nourishing her creation, smiling upon it as a mother would her babe. As she toiled away, it grew, coursing with her divine power, one which was steadily growing more chaotic. Cradled within her hand, she brought the seed to her chest and planted it into her flesh. With that, the catalyst, which unbound the violent tempest of energy.

 

Thus, Lein Hahnu was born.

 


 

A Demand of Service

 

Lagara sat at the center of this immense and powerful force as it spread outward, her realm forming before her eyes. The creation was chaotic and uncontrollable, and Lagara soon realized that she may have made a mistake. While she was indeed an Aengudaemon, a divine being of great power, she was immature and inexperienced. What she had forced into existence soon grew out of her control. This was not the only problem, however. She soon realized that her power alone would not be enough to sustain this crucible of creation, and that the realm would only grow in size and complexity until it collapsed, consuming itself. Just as Lein Hahnu was born, so was its death inevitable.

 

Even with this thought on her mind, she did not despair. It was her realm, she would not stand idly by as she had done her entire existence. Lagara began to create. Her thoughts soon materialized in front of her. Landmasses, structures, even other beings, all born out of her love. Though the chaotic tempest that tore at reality loomed in the distance, a brilliant light above, and a roiling darkness below, Lagara had managed to strike a balance in the center. Her sphere of peace pushed back the threatening forces of destruction, creating a sanctuary at its heart. From her soul, she forged several divine beings called Idols. They would tend to her whims and wants, each created with purpose.

 

With her realm and its inhabitants created, her powers were stretched to their limits. For the first time since, her gaze drifted back to the familiar, though this time it fell upon the mortal realm. With her realm unsustainable, she had concluded that the the descendants were a solution to her problem. From them, she would demand their devotion and love. In return, she would offer them a place in her realm, an afterlife for those who remained loyal servants throughout their lives. Not only did this serve to appease her vanity, it also brought a source of power to her realm. These first descendants who would follow and worship Lagara came to be known as the Gorundyr. This came from Lagara’s name for the creator, “Gorund”, who the mortals believed they were the children of. She had created a conduit that would draw in the power of these souls, the most devout of mortals, and which would also gather the threads of their memories. This spiritual energy would course throughout Lein Hahnu in the form of a vast nourishing river, though not one made of water, but instead essence. It infused itself in the realm, an unstoppable and crushing force which connected all things.

 

Lagara now gazed out over her realm from atop the canopies of a massive tree, which towered above all. From her perch, she was able to rule with absolute authority, her song heard by all. She was, however, a prisoner of her own making. The seed which she had planted in her being, which had formed the realm she so desired, also bound her in place. This made her the anchor for all that was to be, and she knew that if she were ever to perish, so too would her realm in a violent fashion.


So Lagara commanded the denizens of Lein Hahnu, both descendant mortals who had bound themselves to her, and the Idols she had born of her own flesh. It was these servants that would do what should could not, guided by her iron hand of authority, nourished by her loving heart.

 


 

Blood Pact

 

As Lagara shifted her gaze to the mortal realm, she began to influence the descendant races of Aegis. Through her powers, she and her servants would manifest before the mortals in many ways, often taking on the forms of animals and other mythological beings. They soon began to worship and appeal to these beings as gods, and while they had little idea of their true nature, their mythos was shaped by these interactions.  These early peoples called themselves the Gorundyr, and it was from them that Lagara would draw the most worthy of mortals to serve her.

 

The Gorundyr built shrines and other places of worship devoted to Lagara and the various other “gods” that influenced them. It was these places of power that Lagara and her followers could hone in on, allowing them to watch and observe their fledgling worshippers. Through her early influence, their culture and way of life was heavily shaped. One early gift was that of language. Lagara bestowed upon them the ancient tongue called Jolfmarr’tal, one which is used by the beings of Lein Hahnu itself. After many generations of observation, Lagara realized she could use these mortals to fulfil her own desires and she began making blood pacts with them.

 

A blood-pact binds a Gorundyr to Lagara through direct connection, or with one of her divine servants. Through her will and power alone, these servants are able to manifest in the mortal realm, to be heard, felt, or even seen. While this is possible, it is extremely draining upon her, and the one manifesting has little power while present in the mortal realm. These visits are brief and few, intended to influence the Gorundyr and in a way manipulate them. To appeal to their core values, and to bind them to her will. These blood-pacts offer no benefit to the mortal who undertakes one, only acting as the truest form of devotion and loyalty to Lagara herself. It is only those who undertake the blood-pact whom are taken to her realm upon death. When a Gorundyr bids farewell to its mortal frame, it is guided by the soul stream to Ebrietaes, just as other mortals would be. It is these Gorundyr who have been marked that are allowed into Lagara’s divine realm.

 

The only physical effect of these pacts are the birthmarks that appear upon Gorundyr who are bound under their oaths. These take the shape of varying forms and are usually connected to the soul and personality of said mortal. Lastly, the birthmarks seem to be hereditary. When one undertakes a blood-pact, their bloodline is bound to Lagara for eternity.

Blood-pacts can be broken, however, for Lagara only accepts those who uphold their honor and oaths. Should one commit a grave sin, such as kinslaying, or betray the will of Lagara, their pact is broken. They lose not only her favour and love, but their place amongst in her realm.

 


 

blind archer by Asahisuperdry on DeviantArt

A Seer of Lein Hahnu pictured he ventures throughout the forest, seeking communion with Lagara.

(Source)

 

The Seers of Lein Hahnu

 

Seers are those that bind their lives to their gods directly. They do not follow one, nor do they offer their service to the singular. They are vessels for Lagara and her servants to pass their divine will and knowledge onto the realm of the living, making sure that their words will reach those who need to hear them.

 

To become a seer you may not suddenly just embark on the path of service to the gods. Seers are born to be united with Lagara. From the earliest days they are destined to walk the path guided by her will. Only those who are truly chosen may be able to change their fate, whilst others simply have to accept that fact.

 

Taken away from their parents at their first birthday, they are then brought under the care of other Seers, as well as their servants. Treated with care for their youngest years and watched over, they are taught about language, customs, and worship. The sons or daughters of the Gorundyr that are destined to become seers are to be protected and shaped in preparation for their future of duty and servitude.

At the age of five they are put under the test which determines what weapon type they are most fit for. Once that is done, the child will learn how fight with only that singular tool of war. They are taught to master it, understand it thoroughly and deeply with hours of training day after day. By the age of fifteen they have to be able to face their teacher in single combat, the outcome of which must at the very least be a draw.

 

Even with weapon and body training, they still continue their lectures about gods, beasts, and connections with the divine. They have their first lessons about tattoos, and creating bonds with the realm of Lein Hahnu, or how to fight against souls that have been stuck in realm of living even after death.

 

The day of their adulthood is also the day during which they have the last chance to become Seers. Whether they are ready for the ritual or not is of no consequence, as they will have to face it anyway. It is intended to test their resolve, willpower, and faith. They will have to withstand painful removal of their eyes, and yet not mutter a single word. All the time keeping themselves in prayer to Lagara. In the last part of the ritual they will have to prove that they are able to witness Lein Hahnu through visions, to prove their connection to Lagara has been established. If yes, they will successfully be taken in as Seers, able to wander off into the world, learning new ways. They are to spread fate and lead those who wish to pass into the realm of the gods upon their deaths.

 


 

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One of the Blessed Isles of Halvengr, floating listlessly through the heavens.

(Source)

 

Halvengr - The Blessed Isles

 

At the core of Lein Hahnu is the physical domain of Halvengr, Lagara’s kingdom. It consists of many isles, each home to an array of denizens. These isles are chaotic and ever growing in complexity, thriving with life. There are, however, three main isles which bear the most importance within the realm: Hastilaegi, Alvegen, and Halenlaga.

 

Halvengr was the name that Lagara and her Idols would whisper to the Gorundyr during their blood pacts, etching it into their minds. In that moment, they offer visions of the beautiful paradise that would await them. It is a world that promises eternal life amongst the gods to reward their loyalty and devotion.

 

The river of essence that flows throughout the realm weaves between these islands, made of many condensed threads of memory. These threads are colored differently based on the type of emotion and context of each memory, but each come together and intertwine intimately. Some beings of great power can graze their fingers upon its surface and isolate single threads, catching said memories to be viewed and felt.

 

All of the isles float within the heavenly void, suspended peacefully in the sphere of Lagara’s protection. The void roars all around them, a swirling tempest on the edges of reality. The sky, a dazzling and radiant explosion of light, and the depths below, a pulsing and ever consuming darkness.

 


 

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The Heart-Tree in its moment of creation with Lagara at its center, banishing the encroaching chaos.

(Source)

 

Hastilaegi - The Heart Tree

 

Hastilaegi was the first of the isles to be, suspended above the others so as to look down upon them. It is also the smallest of the isles, acting as Lagara’s personal home, and the location of the Heart Tree; born of her divine seed. A gargantuan tree, larger than any ever seen in the mortal realm, dominating the majority of the island. She sits atop it on her throne, clad in a dress of vibrant green made of leaves and ivy. In her hands she grasps a golden harp, which she plays softly, a peaceful but commanding song that fills the hearts of her followers.

 

At the trees base is a peaceful paradise, a collection of gardens and groves that stretch to the edges of the island. It is here that the Daughters of Lagara call their home, humanoid beings of great beauty, headed by Lokaliin. They act as tenders and matrons to all life upon the island.

 

Deep beneath the tree rests a prisoner of great darkness, grasped at by its thick roots, and contained within. This being is guarded by a massive serpent, whose mass is largely burrowed into the earth of the island itself, intertwining with the roots of the tree. Jokull the Burrower he is called, acting as the defender and warden of the Heart Tree.

 

Lastly, we have the resting place of Lagara’s essence conduit, Vakasul. A white tree with blood red leaves which sits in the middle of its own sacred grove, the focus point for the river of essence. It courses through the tree, it’s surrounding network of runestones, and the grove itself. This grove acts as the entrance and exit to Lein Hahnu, which is marked by a large structure made of stone and metal called the Rumdrev. Upon passing under its massive runic engraved gate, you would find yourself within a dome-like room, an ancient device built into the center. It is used by Lagara and her servants as a transporter, harnessing an immense amount of power to send the traveller between the different islands of Halvengr, as well as the mortal realm.

 

Souls delivered from Ebrietaes manifest before Vakasul, wandering the grove in a sort of limbo-like state. After some time, an Idol named Ankou will appear to whisk these souls away to their proper places.

 


 

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The Gates to Alvegen, home to the Sun King and the ancestral land of eternal light.

(Source)

 

Alvegen - The Howling Vale

 

Alvegen is the second largest of the islands and the most orderly. A vast landmass of mountains, glaciers, and boreal forests. A large inland sea covers a fourth of the landmass, contained by the rocky exterior of the island. One of the many mountain ranges towers above the rest, home to the Sun King Havardr and his Joriin, a tribe of early Gorundyr who were granted patronage by Lagara. His indomitable fortress, Haemdormr, is built far up on the side of the mountain, its many rooms and passages burrowing deep into the stone. Alvegen is also home to the majority of Gorundyr souls who have been brought to Halvengr over the many generations that have passed. As such, it is the most civilized of the islands. Several cities and settlements spread over the valleys and mountains, all ruled by various Gorundyr Clans, some of which have been long forgotten by their mortal descendants.

 

This land was granted as a gift to Havardr and the Gorundyr and as such resembles their favored homeland. It in some ways mimics what they knew in life, though it has been warped by their own vision of a perfect paradise. Alvegen never falls under the cloak of darkness, an eternal sun looming above.  

 

Far in the mountains and the more secluded areas of Alvegen live the giants. Born of the stonefather, Oknar, they vie for the survival of their race against the Gorundyr ancestors that encroach upon them. They are broken into three types, and thus also three tribes. Stone, ice, and flesh. These ancient beings are some of the oldest in Lein Hahnu.

 

One last major being calls Alvegen his home: Auroth. One of Beira’s pups, he is a proud and noble wolf who imposed exile on himself because of internal family conflict. After time, other outcasts and rejects flocked to him for leadership. He now found himself the leader of his own pack, a position he embraced and an oath he gladly swore.

 


 

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The unstable and untameable growth of Halenlaga, hiding a darkness within it’s depths.

(Source)
 

Halenlaga - The Primordial Wild

 

Halenlaga was to be the last of the islands and by far the largest. It’s creation was shaped by the violent temporal energies that gave birth to Lein Hahnu. The island is plagued by an unstable verdant growth, utterly uncontrollable and unstoppable in nature. For this reason it is the least inhabited and is often avoided by most, for the depths of the wild are not only fraught with danger, but also a deep and unabiding darkness.

 

In an attempt to tame this realm, or atleast control it, Lagara gifted it to one of her creations, a spirit she had cultivated from her own soul. Andarta, as she was named, tamed small portions of the growth, turning them into serene groves and lush forests. In time, she took in a mate by the name of Belenus, and with this bore many children to inhabit her forest home. They are spirits, able to live in the trees but also take on corporeal forms. Their fight against the untameable nature of Halenlaga is a never ending struggle of survival.

 

It became apparent, however, that the chaotic force of Halenlaga was not the true threat, merely a symptom of a violent birth. A darkness had seeped into its dankest depths, one which steadily encroached on Andarta’s realm, threatening to consume it. Manifestations of ill, demonic beings, and eldritch horrors infested it at its core, born of the chaotic darkness which nipped at Halvengr from below. It thrived in this lawless wilderness, as no light ever strayed beneath the surface.

 

This corruption worried Lagara. She knew that if it were to be left unchecked, it would consume Halenlaga and the rest of her realm. While at its core it could not be destroyed, nor tamed, it certainly could be fought. To do this, Lagara created a being named Beira and gave her dominion over her own wolfpack. A wild hunt was called by her and her children as they descended upon Halenlaga, oathbound to destroy the darkness which threatened all life.

 


 

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The primordial forces of light and dark locked in their eternal struggle.

(Source)

 

Beware the Darkness and the Light

 

As Lein Hahnu was born, the inevitable conflict between the light and dark began. Both primordial forces, each unstoppable in their nature, were simply the rule of law. They would always exist, and a balance would always be required if existence were to be.

 

At their extremes, both the light and the darkness are absolute, their nature corruptive. The light instills in someone a sense of absolute justice and purity, while the darkness is chaotic freewill, a force of unbridled destruction. While this was simple fact, it did not matter to a being such as Lagara. These certainties threatened her realm and creation, and so she would deny them as she could, just as all conscious beings do. The Isles of Halvengr exist in a sphere of peace, placed between these two destructive forces. To the light and the darkness, it was nothing more than an anomaly. A void that needed to be filled. With time, it would be so.

 

We begin with the Light, which bore down on this realm from above. To some, reassuring, simply a tool to aid in sight and offer warmth. To others, a captivating power from which they could not tear their gaze. From their fortress in Haemdormr, the Joriin were the first to fall to the invincible Light, their very beings warped by its absolute power.

 

We end with the Darkness, which seeped up from below, infusing itself with all that it touched. A much more obvious threat, less subtle in its destruction. From this darkness many entities were born, heralds and servants of its chaotic power. The land itself bore marks of this corruptive force and from time to time some being or another would stray too far, losing itself to madness.

 

Thus, the beings of Lein Hahnu were in a constant struggle to contend with the two forces of power, for they simply existed to be overrun. They had no stake in this eternal conflict, and no hope of altering fate.

 


 

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(Source)

 

Idol: Beira, the Denmother

Animal Avatar: The Direwolf

 

Beira, the fiercest of the Idols and the matriarch of wolves. In her soul Lagara infused her strength, wrath, and motherly nature, creating a worthy warrior and champion. From then on, the Denmother would live by these ideals breathed into her from birth.  Beira was tasked with the defense of the realm, primarily from the dark corruption that had slowly began to seep through the protective sphere.

 

She was granted the gift of motherhood in return for her loyalty.

From her first litter, only three survived.

 

Rahdonir, the first to take breath and thus the eldest. Now her most trusted and loyal kin and the second in command of her warpack. He is the embodiment of strength and leads with fanatic zeal.

 

Korrigan, who was born into darkness, her soul tinged with the very corruption that she and her kind were tasked to destroy. She hunts alone, always at war with the consuming shadows within her.


Auroth, the most noble and proud of the three. He had come to love all of his kin, a point of discontent toward his mother and siblings. Only the strongest bore any worth in the wolfpack, for only strength would protect the realm. Auroth exiled himself from his siblings and gathered his rejected kin into a pack of his own, one which would make up for any weakness through the strength and bond of family.

 


 

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(Source)

 

Idol: Oknar, the Shaper

Animal Avatar: The Mouflon Ram

 

Oknar is a gargantuan being created by Lagara to act as her smith and architect. From the early stages of her realm, Oknar was tasked with the creation of the isles, and the shaping of each. He wields his massive hammer Himdah Buld, scouring Lagara’s realm in his unending duty to shape her vision into reality. From the jagged peaks of Alvegen, to the verdant wilds of Halenlaga, and all the isles in between. His desire is creation, and in its beauty he takes fulfillment. To Oknar, his grand dream of perfection will never be realized, for there will always be imperfection. It will be one that he chases until the end of time.

He is regarded as the stonefather, though not only because of the valleys and mountains he has shaped, but also the beings he created. Early on, he breathed life into stone in an effort to create others like him, who could shape as he did.

 

Mahmul, who he carved from ice, the first of his creations, born from the purest ice he could find.


Gohil, who he hewed from stone, docile in nature. He roams the land, emotionless and slow-natured.

 

Fariik, who he shaped from flesh, the last of his children. While the others showed little ability and desire, Fariik was born with a heart of aggression.

 

In the end, all of his attempts made for poor workers. Oknar abandoned his children to their own devices, returning to his duty. While he was a master at creating worlds, he lacked the necessary spark when it came to conscious beings.

 


 

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Idol: Andarta, the Forest Wraith

Animal Avatar: A white-pelted Red Deer

 

Andarta bears perhaps the closest bond with Lagara, created as if to be her other half. Andarta is able to manifest in very many different forms, though her usual being that of an incorporeal spirit. Physically, she bears a lithe humanoid frame, covered in various forms of plantlife. Long brutal claws  sprout from her fingers, able to gore with ease. Her face is angular and thin, with her eyes looking as if they were two orbs of polished onyx.

 

Andarta regards herself as the Queen of Halenlaga and has dominion over the chaotic wilds which span its surface. She is distant and cold to outsiders, her desire simply to remain secluded in her forests and sacred groves. The only exception would be her relationship with Beira, as the two have grown close together, a bond forged by their mutual struggle against the darkness which infested the depths of the island.

 

After a time, Andarta grew lonely herself, and took on a husband. A mortal man named Belenus who had lived and breathed the forests and their ways. A man who worshiped Andarta alone, tending to her shrines and offering himself to her will.

 

Together, they created the Children of the Forest

 

Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them.

 

Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm.

 

Cernu, who was given the task of defending the realm from the darkness that threatened it. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf, stalking the brushes as they do.

 

Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel, her small form often deceptive.

 

Olwen, the Spirit of Luck, whose name many Gorundyr utter, both to curse, and to praise. He takes on the form of a rabbit.

 

Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods.

 

Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend.

 


 

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(Source)

 

Idol: Maratsu, the Kinslayer

Animal Avatar: The Common Raven

 

Maratsu was the first of the sky-gods created by Lagara to defend her realm, the each of them given absolute dominion over the skies. Each had a distinct form, avatars gifted to them, Maratsu’s being that of the raven. Together, they soared throughout the skies of Lein Hahnu, always remaining steadfast in their defense of their matron and creator. There was peace, for a time.

 

Then, it was threatened to all be undone.   

 

Maratsu, the stalwart protector, in his naive desire to do good, decided to challenge the darkness which roiled below. He traveled to the very edges of Lagara’s sphere of peace, prowling along the border between serenity and chaos. In his heart, he knew the danger it posed, not only to him but that of the realm as a whole.

 

In an instant, he shifted, plunging himself down into the dark abyss.

 

He had done what no other had ever considered, leaving the sanctuary he had always known to venture into the unknown, to strike at its heart. In an instant, the darkness overtook him, its pure chaotic will infusing with his soul. In his moment of arrogance, the being that was Maratsu ceased to exist.

 

From within the tempest, Maratsu returned, now tainted by an all-consuming darkness. He spread his wings of midnight and called out, a resonating cry which pierced all that heard, full of horror and pain. The chaos that now raged in his mind guided him to Hastilaegi, to the one who dared defy its absolute power.


Maratsu, pulsing with shadow, reeked of tumultuous evil and existential dread. He crashed into the serene paradise below, beginning his rampage of destruction. He tore at the pristine fields and the sacred groves, devouring any being that got in his way.


Lagara watched in horror as her creations perished before her. With one quick movement, she struck at her harp, a chord that lacked her usual peaceful melody; a call to war. Within moments, the remaining sky-gods arrived, Argal, the eagle and Ankou, the hawk. They struck out at their brother, entering into the fray. Destruction raged across Hastilaegi as they danced in battle, the ferocity in which Maratsu fought only fueled by the chaos that had consumed his soul. As the pair gained the upper hand, Maratsu lashed out at his brother Ankou, piercing him with a brutal talon. Ankou roared out in anguish as he fell back, his form disintegrating in part, as if an acid were eating its way into his flesh.

 

This final strike was interrupted by an ominous and resonating roar, which seemed to come from the depths of Hastilaegi itself. The earth beneath Maratsu quaked and exploded as a massive form erupted from below. Jokull burst forth, his gargantuan form towering above the battlefield.. He gazed down upon Maratsu, yellow serpent-like eyes piercing into him. With a speed impossible for his mass, he struck, jaw unhinging as he devoured the fallen sky-god whole. Jokull carried through with his momentum, burrowing once again into the earth.

 

Maratsu remained within his belly, carried far below the heart-tree, unable to be destroyed. The darkness so infused with his soul rendering him invincible to any attempts Lagara has made to do so.

So Maratsu rages, a prisoner bound to the depths of Hastilaegi, a seed of darkness always lingering on the minds of the beings of Lein Hahnu.

 


 

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(Source)

 

Idol: Ankou, the Gatherer of Souls

Animal Avatar: The Ferruginous Hawk

 

Ankou the second of the sky-gods, was left scarred and broken by his brothers betrayal, his once proud hawk-form now grotesque and skeletal. As he had writhed in the dirt, dying from the blow delivered from his brother, he had been spared by the one whom created him. Lagara struck at her harp and guided her loving hand outward, purging the little corruption which burned within, replacing it with her divine breath, and with that came new purpose.

 

To Ankou, she gave control of the river of spirit that flowed throughout the realm, and thus made him the master of souls. Tending to the river and all souls within Lein Hahnu is his sole responsibility. When the worthy souls of fallen Gorundyr arrive in the grove of Vakasul, it is Ankou and his minions who welcome them. He is the guiding hand who sees that they arrive where they belong.

 

It is also through Ankou’s power that one may commune with the dead ancestral souls who live upon the Isles of Halvengr. Crypts, grave sites, and other specially prepared monuments to the dead can be used to draw his attention, and that of the souls themselves. It is common for Gorundyr to make each individuals grave a sort of shrine, like the ones dedicated to the gods, so that they may pay respects.

 

Lastly, Ankou is responsible for dealing Lagara’s justice within the realm. Should one of its many beings lose the favour of their mother or commit a grave sin, they are dealt with by him. In this regard, Ankou has an array of minions that assist him in his duties.

 

The Valkyrie, who act as enforcers of Ankou’s will. Perfectly neutral beings who strive to maintain the balance between dark and light. They are situated in both the brightest and darkest places of Lein Hahnu, vigilant watchers and stalwart defenders.

 

The Damned, a procession of souls who have been condemned for crimes such as kinslaying and oath breaking. The large majority of them are bound in a spectral legion which marches endlessly, an eternal prison for lost souls. Should a damned soul somehow escape from Lein Hahnu, Ankou’s wraiths can be sent from the realm to retrieve them so that justice may be delivered.

 


 

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(Source)

 

Idol: Havardr, the Sun King

Animal Avatar: The Canada Lynx

 

Harvardr was the first of the mortal descendants to be given divine power by Lagara. In life, he was her most loyal servant, and is largely responsible for influencing her initial followers in their devotion. He formed a tribe of descendants that would be the early Gorundyr, and the first of the clans.

 

While his rule as a king in life was successful, his potential would only increase in death. He was the first mortal to be given divinity in her realm. As he strode through the grove of Vakasul and came before Lagara in her throne, she poured her power into him. As a gift, she allowed him to take a council of his most trusted advisors and bestowed upon him the isle of Alvegen. Here Havardr and the Joriin settled, constructing an impressive stronghold and palace called Haemdormr, built into the side of the isle’s largest mountain. From his table, he was able to see all of the realm, ruling it beneath an eternal sun.

 

This same light, however, was subtle in its nature of corruption. Over time, the light that had always threatened to consume Lein Hahnu from above instead gently seeped into the hearts of Havardr and his Joriin, warping their personalities. They become beings of absolute justice and purity, reinforced by their divine right to rule.


Not all were naive to the Light’s seductive power and thus Ankou sent the Valkyries to watch over the Joriin with a careful eye. Were it to ever to reach a catalyst, they would be there to maintain balance.

 

And so the Sun King ruled with a unwavering sense of justice, as did his Joriin.

In total they numbered six.

 

Hlifhildr, the Sun Maiden, Havardr’s beautiful bride and loyal queen. In life, she had been a shield-maiden and a fierce warrior in her own right. She was always willing to please her husband and answer to his every whim.

 

Taranis, the Forgemaster. He constructed Havardr’s realm, from its massive keeps, statues, and gates, to his spear forged of light, Dagor’kaen.

 

Rodun, the Master of Knowledge, who constructed the grandest libraries and archives to record the history of the Gorundyr and all else. Not only were these in written texts, but also memories which he extracted from the river of spirit which connected all the souls of Lein Hahnu.

 

Muir, the Dreamwalker, who spent her time living the lives of others, rather than her own. She had become a master at delving into the river of spirit to isolate single threads. The more Gorundyr who ascend to Halvengr, the more she has at her fingertips.

 

Barid, the Unifier, who acted as Havardr’s greatest champion and general. A masterful tactician and fierce warrior, he was the iron fist with which Havardr maintained his rule.

 

Svalinn, the Gleeman, who was not blind to the fate of the Joriin. He was the embodiment of good nature and joy, and a true artist. He spent his time away from Haemdormr, instead visiting the many cities and villages which dotted the hills and valleys around Alvegen, spreading his love for art and joy to the Gorundyr abound.

 


 

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One of the many beings of Halvengr, venturing forth into the realm.

(Source)

 

Minor Beings

 

Agantyr

A gargantuan sky serpent, twin to Jokull. Agantyr’s form dwarfs some of the isles themselves, floating listlessly through the sky. He is tasked to act as a warden of the skies, protecting Lein Hahnu from any of the latent energies threatening to break in. His final duty is to prevent anyone from making the same mistake as Maratsu by venturing out of the protective sphere and into the chaos outside.

 

Draug

An ancient guardian who slumbers beneath the sea which spans over the surface of Alvegen. Draug is rarely ever encountered or seen, though it is said his form is giant, that of a many headed sea monster. He is the patron of sailors and fishermen to whom they pay respect and prayer. They whisper to him for protection, both on Halvengr and in the mortal realm.


Argal of the Sky

The third and final sky-god and now the last remaining, his form that of a massive eagle. Argal and his brood make their nests on Hastilaegi, placed amongst the branches of the Heart-Tree. They act as defenders of the island itself and guard the realm below from any would-be threat.

Mimir and Haenir, Wardens of Lein Hahnu

Mimir and Haenir are living manifestations of the river of spiritual energy which flows throughout the realm. Born to protect the Grove of Vakasul, they act as guardians to both the grove itself, and the Rumdrev. Their forms are that of twin colossal bears, shaped of stone by a loving hand. Runes cover their bodies, with the largest being on their foreheads, glowing faintly with blue mist. The runestones around the grove bear the same marks, all of which seem to pulse together, as if a unified heartbeat.

 


 

Synopsis

 

  • Lagara and her Idols are attracted by shrines and heavy activity of worship by the descendants. She can focus in on these to locate them. Shrines found in this way can be blessed, indicating they are places where the gods will hear those who pray and offer. These places would feel as if they had been touched by her hand, in many ways. Some examples include a passive aura, a powerful background pulse of energy which can be felt, but not harnessed. Whispers in both common and Jolfmarr’tal delivered on the wind. Passive visions for those who linger too long or choose to sleep there, teasing the wonders of Lein Hahnu and the gods themselves. These dont convey a ton of information, just enough to draw the desire and interest of any descendants. 

 

  • They can visit the Gorundyr in their dreams, or do so physically through apparitions or visions. This follows the current rules of manifesting in the mortal realm by Aengudaemon, and would be used to simply facilitate roleplay.

 

  • The forms in which they manifest are the listed animal avatar, but can also be their humanoid forms. It is up to the preference of the individual, allowing several options.

 

  • Blood Pacts offer no benefit to a Gorundyr and only seek to bond them to Lagara and her Idols. The only physical trait being a birthmark based on their personality. (To allow people the freedom to pick something most relevant to them.)

 

  • Ancestral souls which have gone to Lein Hahnu (and ONLY Lein Hahnu) can be communicated with through shrines of worship in the mortal realm, acting much like ones devoted to the gods. These shrines, often gravesites or crypts, can attract the attention of Ankou, allowing interaction with the souls of fallen Gorundyr.

 

  • Anyone can worship Lagara and become a Gorundyr. It is simply a group of people and a culture that were shaped due to her influence on their earliest ancestors. Naturally, larger concentrations of worship are more likely to attract her notice.

 

  • The Rumdrev harnesses the power of the river of spirit within Lein Hahnu to act as a bridge between the Isles of Halvengr and the mortal realm, capable of transporting beings.

 

  • The River of Memories which flows through Lein Hahnu sustains the realm and Lagara’s power. The more mortals and other beings who reside in the realm, the more the river is strengthened. This is Lagara’s main motivation for seeking mortals for blood-pacts, as it is this power she needs to maintain to keep the forces of chaos from consuming her realm.

 

  • At a lesser stage, Lagara is a vain and selfish god. She desires to be worshipped and loved by many. To her, she is the most powerful and beautiful being to exist. She is a true neutral Aengudaemon, entirely self absorbed in her own world.

 

  • The Idols are Lagara’s main servants, and the ones who have influenced the Gorundyr the most. Any beings mentioned under them are minor in nature, simply related to their stories. They are the most powerful beings in the realm, other than Lagara.

 

  • In the end, the goal of this submission is to create actual gods that can interact with the Gorundyr culture in some way, played by the LT or ET. Unlike most Aengul and Daemon, this submission alone does not seek to give any additional boon or power to the Gorundyr or any other mortal. It is simply to take our belief beyond that of faith and add all sorts of potential for RP.

 

  • The Children of the Forest are spirits that only hold any power or control within Lein Hahnu itself, and not outside of it. They are simply to add flavor to the deific realm, and do not have any involvement with the aspects or other spirits. It is likely they would not even be able to manifest in the mortal realm, or if they were able, it would be without any ability whatsoever. They could simply act as supplements to an event or messengers of some sort, their only significance being that of their connection to Lagara and her realm.

 


 

That is all! Thank you for reading and we hope you enjoyed this lore submission. Please feel free to post your feedback, as well as any questions! We would love to hear it.

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I absolutely love this. Will always love your lore, Owyn.

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Good stuff.

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Worked very hard and very long on this lore with the others. It has extreme depth and allows for great expansion as well as narrative role-play development within the world. We hope to bring a bit of newer rp narrative to the players of LoTC.

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Then why is it written in a way that it would only bring lore to a specific group of players exclusively and not the general population of the server?

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1 minute ago, LoLzboi said:

Then why is it written in a way that it would only bring lore to a specific group of players exclusively and not the general population of the server?

 

Unlike a specific guild or faction, the Gorundyr are not an exclusive group. Anyone can be one, it is simply a culture. As written in the lore, this culture grew and developed because of the early influence of Lagara and the Idols. They used their abilities to persuade and manipulate the first descendants they encountered into worshiping them as gods.

All of this is written on the document.

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3 minutes ago, LoLzboi said:

Then why is it written in a way that it would only bring lore to a specific group of players exclusively and not the general population of the server?

Anyone is capable of making a Gorundyr character and it is just as possible to have them be accepted as a dogma for a large party. It isn’t for any ‘specific group’, it is for a culture. An Elf, Orc, Halfling can learn it, it would simply have to be taught to them. That’s like saying ‘Druidism is racelocked to wood elves’ or ‘Shamanism is racelocked to orcs’ when it simply isn’t.

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6 minutes ago, LoLzboi said:

Then why is it written in a way that it would only bring lore to a specific group of players exclusively and not the general population of the server?

 

15 minutes ago, PosidonX7 said:

Worked very hard and very long on this lore with the others. It has extreme depth and allows for great expansion as well as narrative role-play development within the world. We hope to bring a bit of newer rp narrative to the players of LoTC.

 No other human-submitted religion, divine magic, or attempt at widespread culture, is beyond this criticism, older human-religious divinity sorts had this same exact format (despite obvious background of celtic-norse mythos and it’s very obvious back-drop.), it was a matter of giving up in the past, and every other human-religion or base has had this sort of attempt in the past. In it’s core essence, this is no different. From Creatorist to whatever-norse-ist that this is.

 

 However, in addendum, the involvement of the earliest Aengudaemonic lore is interesting, given how strict they are and rather base in their norse-ground. Decent in that you involved the Yggdrasil in your own way. Good job in this. 

 

edit: my only gripe is the reliance on the ‘vr’ ‘yr’ and stuff, colloquially these are only translations, but that’s all.

 

pce.

 

 

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If Gorundyr are a culture, and cultures tend to be race locked. I don’t see how explaining that it is a culture disproves the fact that this lore is for a specific group of players only. Especially when that culture can be a minority in many places, but only the culture is capable of having events run for them regarding this lore.

Even if it acts like druidism, that still creates events for a small subset of the server without more widespread effects. At least the Druids affect things outside of their small community from time to time, which this lore will not do as written.

 

I don’t understand how the roots of human-related religion is relevant to this specific lore piece, especially when nobody brought it up but you.

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1 minute ago, LoLzboi said:

If Gorundyr are a culture, and cultures tend to be race locked. I don’t see how explaining that it is a culture disproves the fact that this lore is for a specific group of players only. Especially when that culture can be a minority in many places, but only the culture is capable of having events run for them regarding this lore.

Even if it acts like druidism, that still creates events for a small subset of the server without more widespread effects. At least the Druids affect things outside of their small community from time to time, which this lore will not do as written.

 

I don’t understand how the roots of human-related religion is relevant to this specific lore piece, especially when nobody brought it up but you.

This lore follows the path that the Creator and Gorund are the same entity, just by a different name; and it is connected back to the soul stream (of course) to make sure it fits in with the current cannon lore. Your comment on how it is race locked is like stating that cannonism is only for humans when i’ve seen cannonist orcs and elves. Anyone can get involved in the Gorundyr. It is not meant for just a specific set of players. It is meant for all players.

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It’s not race locked. In the Gorundyr culture, we have people from several different races. Humans, halflings, elves. You don’t have to be one specific person. You also don’t have to be born into this culture. You can have your character learn about it as an adult, and choose to join this people.

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Just now, PosidonX7 said:

This lore follows the path that the Creator and Gorund are the same entity, just by a different name; and it is connected back to the soul stream (of course) to make sure it fits in with the current cannon lore. Your comment on how it is race locked is like stating that cannonism is only for humans when i’ve seen cannonist orcs and elves. Anyone can get involved in the Gorundyr. It is not meant for just a specific set of players. It is meant for all players.

You miss the point of what I wrote.

 

Perhaps referring to it as a ‘culture' is not appropriate, and you meant religion?

If that is the case, then you’re creating a new deity for a new religion while the Human religion can’t get any new lore regardless of its prolonged time on the server and its contribution to server wide role play. Again, creating special lore for a special relgiion, that will only benefit that special religion for rp purposes.

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1 minute ago, LoLzboi said:

You miss the point of what I wrote.

 

Perhaps referring to it as a ‘culture' is not appropriate, and you meant religion?

If that is the case, then you’re creating a new deity for a new religion while the Human religion can’t get any new lore regardless of its prolonged time on the server and its contribution to server wide role play. Again, creating special lore for a special relgiion, that will only benefit that special religion for rp purposes.

Indeed, this is not cultural lore. This is religious lore. Yes, a new deity is added through this lore post (should it get approved). If you are basing your comments upon the fact that you think it is unfair that new religion lore is being created while cannonism has not received many additions (if any at all) lately, then write some yourself. I’m sure if you put enough depth and thought into it while staying with the canon lore bounds, then it will have no issue in getting accepted.
Upon you last comment though, it is just another religion that anyone can participate in. And yes, it is added for rp purposes. Why else would we write lore for an rp server?

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I’m not basing my reasoning on the fact human religion has no new lore. I am basing it on the fact this lore is written for a small group of people on the server, and not for a larger group like a deity should be aimed at (look at the other aspects, or even the aenguls or daemons in general).

 

If you agree that it is a religion, then why do you repeatedly say it is in fact a culture? Perhaps all mentions of culture should be replaced with religion to keep the idea consistent and understandable.

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