Deities

Though the deities are miscredited, they do in fact exist. In Ternion, the deities are called Moirae.

Moirae
Ternion’s Moirae and creator is called Dainn, the Space Bender. It is speculated that there may be other Moirae, which include Luneluve, the Time Splitter. Beyond these two are Archmelech, Fanfarette, and Hyatte, all three together known as the World Creators. The possibility that there are others beyond these five remains. Explicit lore surrounds their very existence, and they are often held to be the entities of life and death.

Each Moirae is a new god, comprised from essences of the old gods responsible for shaping the cosmos, who, in a plight to change their competitive nature, chose to evolve into their next, more powerful combined state.

Known Moirae include:
 * Dainn, the Space Bender
 * Luneluve, the Time Splitter
 * Archmelech, the World Creator
 * Fanfarette, the World Creator
 * Hyatte, the World Creator

When choosing your deity, the three most common to a citizen of Ternion are Kourous, Hecate and Kami, discussed further below, though any of the members of the pantheon mentioned above are potential options with the right backstory. Some may even choose to follow certain fabled entities or fringe concepts such as the spirit energy of Gaia for Ashguard Geomancers or the ideals rumored of the self-liberated Valkyrie, Atlas.

Virtues
All Saints differs from other games with how the deities influence the world. Ternion is a young planet, and for two hundred years its creator, Dainn, walked with its primitive inhabitants as they developed their societies in the form of three different aspects, Avatars, and the world was populated through normal methods. But when it was time for each of his parts to come back together, one of them, the essence of Jod, refused. Each aspect of Dainn became a full demi-Moirae, known as Virtues, but each had already been altered by influence from the others, thus the essences were changed. The essence of Salamandracks came to be know as Kouros, Jod, the Defiled, was called Kami, and Lamed, of Wisdom, came to be known as Hecate.

All Saints focuses on these three aspects of Dainn, around which civilization on Ternion has cultivated its existence. These aspects, manifested as fragments of his personality when he shattered his form to be capable of exploring and influencing different parts of his creation at one time, are the most powerful entities under the Moirae and are commonly misconceived as full gods by the inhabitants because they are the only ones who make their presence known to the world as representations of Dainn’s different temperaments, or Harts.

The Virtues have been said to reside in Midgar, a celestial plane rumored to be connected to the Spirit World, where they all three roam free. As long as the Virtues remain separate, Dainn’s identity is no longer available to keep the world together in the way he intended, which gave rise to the principle of threes mentioned before, or further referenced as The Triumvirate.

The Triumvirate
In desperate plea to the Virtues to come back together, a Triumvirate occurs when three beings come together and decide to share their auras with one another, forming an unbreakable bond. The Virtues each affect this principle in a different way, and as a character in the world you are subject to this influence.

Kouros extended lifespan. Disease receded, death came only from violence, and those who could find safety lived for what seemed like an eternity. He gave consequences to depravity, causing frailty and aging as the cost for taking a sentient life, though forming a triumvirate could halt this process.

Hecate unlocked new ways for magic to reach this world for those who could see the strings to pluck from the Spirit World. She caused children to no longer be born to sentient creatures, instead making them born only from a Triumvirate, creating a child before them at an age necessary to manifest their abilities, and the population began to grow much slower than before.

Kami brought personal potential to the Triumvirate. Those who came together in the formation of a Triumvirate bestowed upon the other two their strongest Attribute. Also said to be a “gift” from Kami, Fiends tend to be drawn to completed Triumvirates, and even the process.

These changes are in effect as long as Dainn exists in three distinct forms. Four hundred more years have passed, and the inhabitants have mostly forgotten how things used to be.

Kouros
The Virtue of Lachesis, Kouros is the god of war, physique, courage, the sun, life, good, and the present.

Perhaps the most well known Virtue, as personal account of Kouros was kept by his Hecate, Ajora, in his Shepherd’s Journal as he walked beside him two hundred years before the common era, he first manifested in this world in Northcrest when the then Warlord Ajora devoted himself to the deity and became a Paladin in his name. Kouros traveled with Ajora south across the Land of Dur, sharing visions and spreading his teachings to their fellow Norns and holding back the Goths who opposed them. When the Goths disappeared and the faction of Norns dispersed, no further sightings of Kouros were ever recorded, and the pages of the journal, now called the Edda of Saint Ajora, were scattered across the southern continent.

Other symbols of Kouros include mountains, the color red, Paladins and Sentinels, the written word, earthen containers such as urns and jars, and the sacred shepherd staff.

Heccate
The Virtue of Clotho, Hecate is the goddess of magic, mentality, kindness, the moon, love, neutrality, and the past.

The goddess Hecate has made her presence known for the first time in the current era. Choosing a young, devout woman to oppose the Fiends, her voice speaks subtly and proves to be a champion for restoration and light in the pursuit of balance, but not beyond it. City Ternion has an enclave in its castle devoted to her, and the Diarchy of Two Moons hosts a religion sworn solely to her preservation over the other gods. Her influence is acknowledged to the south in the Land of Dur, but the Teryn of Habile to the east refuses such respect.

Hecate’s other symbols include the trefoil cross, the colors blue and white, Norns, clear skies, healing, linen, fertility, spring, staves, the quiet, as well as miniature statues.

Kami
Kami. The Virtue of Atropos, Kami is the god of skill, finesse, manipulation, space and stars, death, evil, and the future.

According to legend, Kami’s avatar appeared to the Viking Hepzibah four hundred years ago from the current era, making her the first Hecate. It is said that he whispered vile plans to her as she raided settlements on northern Esprite and appeared for a second and final time in Vurtmere, where he awarded a boon to the former Deva for housing him and his entourage of Hepzibah’s legion. Fables tell of certain Valkyrie who abandon their servitude to Hecate in exchange for dark purposes under the Fiend Virtue. He has secret cults all across the world, but the only established function of his worship is found in the eastern continent Habile.

Additional representations of Kami include Fiends, lances and spears, Vikings and Goths, cursed fish, shades of yellow and orange, along with the illegal non-Note coin currency called Caprice.

Laws of Virtue
The people of Ternion are now near immortal, thus they take the meaning of life much more seriously than we might be used to. The thought of dying is something truly dreadful to most, while those who have lived for generations may see death as a welcome change of pace. Whatever the cause, the spiral of life is something to be left alone, lest the tampering of such sacred existence be met by the same judgment.

The following laws, based on each aspect of Dainn, govern the world of Ternion. The United Church of Ternion has represented the laws according to their Virtues. ​To create life by means other than a Triumvirate is immoral, abhorred and punishable by death. Hecate is the Virtue of Clotho. ​To determine, disclose or manipulate the length of someone's life is immoral, abhorred and punishable by death. Kouros is the Virtue of Lachesis. To end someone's life is immoral, abhorred and punishable by death. Kami is the Virtue of Atropos.
 * The Law of Clotho: "Spinning the thread of life"
 * The Law od Lachesis: "Measuring the thread of life"
 * The Law of Atropos: "Cutting the thread of life"

It is said these laws were once upheld by the Moirae, but because Dainn no longer manifests himself in this world, the Papal King Oden and King-Commander Thor have appointed magisters to uphold these laws.

Saint Cross
When a Perfect Triumvirate is made in Midgar, all three parts will come together as a whole. It is said that the Saint Cross would have enough power to thwart even a Moirae, but this is only a Gnomish theory.

Demi-Moirae
As reference previously, there are few known beings who lack the broad power of a full Moirae, but whose influence can not be ignored. Those who obtain information whisper their names:
 * Atlas
 * Dullahan
 * Gaia
 * Ophiuchus
 * Tiamat
 * Wroth

Dominions
The Moirae have three servants known as the Dominions. A Dominion is created when an imperfect Triumvirate is formed in Midgar, causing all three parts to come together as a whole, devoted to one of the Virtues. Of all the Saints who have made it to Midgar, nine created imperfect Triumvirates, becoming the following Dominions:
 * Ratatoskr. The Taskmaster himself boasts servitude for his liege, Kami, but make no mistake, he looks out for himself first. This terracotta squirrel-like creature holds his ego close, and it is said he used to have two tails. He gossips and spins dull yarns to distract those who invade his territory, seeking an audience with his guarded Virtue.
 * Vedrfolnir. A wise crow sits atop a silent eagle statue beneath a shimmering dias. Surely this baffling creature is the guardian of the Virtue Hecate. The crow spouts it's knowledge relentlessly, leaving only once daily to pluck a leaf from the World Tree. If you wanted to know you could ask, but the petrified eagle bides its internal secret in silence.
 * Nidhogg. The Virtue Kouros’ sentinel sapps relentlessly at the roots of the World Tree, a terrible earthen wyrm with a damaged wing. In one claw he clutches an explosive skull, the other a war-tarnished spear, unusable to him, a trophy to his latest kill. Loud and untamed, Nidhogg remembers nothing from his past lives but his own committed betrayal.

Principalities
Principalities are divine servants of the Virtues who will lend their power to the Hecate in the form of an avatar for a short duration after a summoning ritual is performed. Each Principality has formed a bond with a Virtue and another Principality to become elevated by the status of a Triumvirate at some point before their deaths, meaning each Virtue naturally has two Principalities. Finding favor with the Virtues, they are also considered Saints:

Kouros’ Principalities Hecate’s Principalities Kami’s Principalities
 * St. Ajora. Hecate of the Sun God, the patron saint of faith is said to have been blessed by the grace of the deities. Born a shepherd and battle-hardened into a Warlord: Tactitioneer, Ajora became a Paladin: Crusader in the moment he was bound to Kouros.
 * Volunder. A blacksmith and close friend to Ajora. It is said that he stayed by Ajora’s side until the end and could craft limitless weaponry and equipment from his anvil with a swing of his mighty hammer. Volunder was a Warlord: Lanista and the patron saint of smithing.
 * Blü. The wind Magi tells a tale of love once lost, then everlasting. The galenaught controls the direction of the wind with his dual hollow longswords. Patron of purpose, when others run out of energy he has a way of replenishing it.
 * Fiocisne. Patron of patience, she is the swanmay, said to be trapped in her water-limited form for over six hundred year before she will be reunited with her love, Blü. White-feathered wings cover her feminine form, alternating appearing in her avian aspect.
 * Siegfried, the Bloodnaught. This Bloodmage-Dragoon bathed in the essence of a Dray until he cried tears of blood. Robbed of his Triumvirate with St. Ajora, he turned to Kami for consolement and was answered, becoming the patron saint of sorrow.
 * Ragnarok. Little is known of the Viking who once raided, demanding payment from even the Virtues. Another fallen former Hecate now a terrible beast, darkness falls from impossible limbs and a deadly spear pierces it's black razor shell at its back. The patron of betrayal is a harbinger of the end of days.

Powers
Beneath the Principalities are the Powers, each famed for committing an act so great, so terrible, or befalling a fate so tremendous that it drove them out of this world, sealing their spirits into an orb of energy. But they are not lost forever; if their orbs could be obtained their physical forms could be called upon for instances to lend assistance to their holders. There may even exist more beyond those which follow: Other known Powers that are only accessible in future expansions include Ottr, Fafnir, Andvari, Regin, Hel, and Garmr.
 * Sleipnir. The Papal-King Odin’s thundering horse faced the Drow who sought to rise up against the High Elves and the Elves in effort to take away their home in Two Moons. Sleipnir fought Fenrir, and will now lend his stampede to the bearer of his orb, located in the First Descent until Ajora retrieves it at Party Level 15. Place Sleipnir’s Orb into a Virtue Gauge and trigger it whenever you are ready with a full gauge, dealing [6D10 Electricity divided between all enemy units forward]
 * Fenrir. Stolen from being the protector of Mae, when the Drow attacked the Elves, they did so with a powerful dire wolf by their side, but the Elves had a trump card of their own: some of their ranks had started to ascend into High Elves. The Drow could not control their wild monster and the wolf was banished by High Elf magic during their third battle when he faced Sleipnir, but he can still fight alongside the holder of his orb, found in the Second Descent until Ajora retrieves it at Party Level 24. Place Fenrir’s Orb into a Vice Gauge and trigger it whenever you are ready with a full gauge, dealing [Strength + 1D6 Dark Slashing to one enemy unit each round until all enemy units have been targeted, Dark Aura 1]
 * Jormungandr. One of Mae’s creations was meant to keep Loki from reaching Midgar. The great serpent grew in size until it encircled the world, reaching its own tail and serving as a boundary between worlds. Signaling Ragnarok, the ouroboros is said to one day let go should Loki find a way to break his banishment curse. His orb is obtainable at the bottom of Goldclay Lake until Loki retrieves it at Party Level 29. Place Jormungandr’s Orb into one of the empty Virtue or Vice Gauges, which turns the gauge into “Apathy,” and trigger it whenever you are ready with a full gauge, dealing [Strength + 1D6 Poison + Poison, all enemies in a circle]

Saints
Finding a way to the Spirit World is no easy task for most of the inhabitants of Ternion, and entering it may or may not always be done by intention. Those who do fall into this converse realm may find themselves lost in a plain that both inspires and confuses. Despite potential challenges that may exist there, if madness does not set in first, one might wander into the realm set specifically for deities to manifest their powers — Midgar. Those physical form, living, natural beings who wander into this world all come to be known as Saints.

Exposure to Midgar causes an increase in skill for a specific Skill as they become a patron of an that subject matter. So far, 207 entities have become Saints, which will be covered in the walkthrough and those to follow.
 * Drow can not become Saints, they have already experienced Death; Elves who were already Saints and later become Drow maintain their Sainthood. The same principle applies to Boon.
 * Valkyrie can not become Saints. Valkyrie who become Elves can then become Saints, but they must do so by reaching Midgar again after the change.
 * Some Constructs (such as magisters, golems and elementals), manifestations, and non-corporeal beings can not become Saints.
 * Fiends in any form can not become Saints.