Sword of the Fallen
Sword of Sable Night
Sword of Eternal Damnation
Ring of the Hells
Crow's Foot
Dreaded Dark
Kris of Eternal Night
Ender Set (Sword, Armor, Helm)
Coil of Sulfurous Shadow
Robes of Silken Shadow
Heart of the Spider
Draught of Metaphysical Poison
Gentleman's Quill
Staff of Demonic Influence
Flag of the Forgotten
Mark of the Tormentor
Murderer's Soul
Set of the Webweaver (Wand, Robes, Cap, Ring)
Blood-Emperor's Lance
Gauntlets of Manipulation
Sword of the Fallen:
no other names known
A Sword forged for the Prince of Darkness to wield. This Blade is infused with the powers of Blasphemy, Betrayal, and Pride, and it can mimic the powers of any fallen angel. It is wielded by the Prince of Darkness, and it is said that one day, he will use it to strike down the Swanmother herself. It is one of the four Swords of Shadow. It represents the sin of Blasphemy.
In the early days of First Shem, the goddess Deserel sought to craft her prime patronage, a race of dark ambition and beauty. She knew not what form they should take, however, and went amongst those that had already been created to seek inspiration. When she came to the angels, she was stunned. Her rival, Sallyra, had crafted a race so beautiful that even she, Deserel, Mother of Ambition and Darkness, was overwhelmed. She knew then and there that this was the path she wanted. She took on a comely form and went to speak with the King of All Angels, but he was haughty and cold to her, knowing her nature.
Angered, she went back to her palace in the Hells and began to plot. First, she went to the hottest flames of all the Hells with a parcel of metals from the blood of one million sinners, and there she forged a Sword. Next, she took a mirror and hid within it all of her darkness, leaving only the Divine light. Then, she wrapped the Sword in the hide of a golden hind, to mask its evil. She went to the King of All Angels once more, and this time, she told him that his beauty, grace, and righteousness had swayed her to his side. She offered him the wrapped Sword as a weapon with which to fight evil, and she offered herself as his queen. He still refused her, but bid her leave the Sword. She knew then that she had him, so she left, despite his hurtful rejection. That night, he came to her, silently, bearing the Sword (still wrapped), as she waited for him on her balcony. The two kissed, and thus, he fell as the wrapping slid from the Sword.
Sword of Sable Night:
Sword of Darkness, Black Sword, Midnight's Blade, Token of the Sable Night, Standard of the Sable Night, Sword of Ambition
A Sword forged for the Night-Emperor of Vesturia to wield, it has fallen into the hands of the Champion of Hatred. It is infused with the powers of Ambition, Cruelty, and Manipulation, and it can wield all the powers of Darkness. It is the Token of the Pantheon of Sable Night, making its bearer the Harbinger of Sable Night. It is said that the wielder of this Sword will not die until Evil Itself is gone. It is one of the four Swords of Shadow. It represents the sin of Ambition.
In the days after the early Diasporas on First Shem, the Vesturian peoples numbered over 300 different tribes, clans, and ethnic groups. They were disparate and contentious, dwelling in an area much too small to contain them, due to the loss of many of the continents. Ansulymic peoples and Ranic peoples mixed and new groups arose, but unity was nothing more than a distant dream. One Ansulymic warrior, one of the last of the Deserian nobility, saw an opportunity. He made war against the more peaceful tribes, capturing their leaders, those who sought diplomatic solutions, and plunged the whole region into chaos. He took those same leaders and tormented them to madness. Once he had them raving for blood, he gathered his priests together and pitted his captives against each other in unholy ritual combat, sacrificing them all to Deserel. When only one remained, the warrior walked up to the survivor and bade him speak the name of Deserel. As the maddened captive eventually did so, after much torment, the warrior plunged his sword into the heart of the man.
In that moment, the warrior opened a gate to the Hells, and he walked through to speak with his Goddess. To him, she granted three boons: she remade his voice so it became seductive, she remade his heart so it sang with the pain of others, and she remade his Sword so it contained the might of Her own Ambition. Thus, the Sword of Sable Night was born, and thus, the Night-Emperor returned to Shem and conquered all of the Vesturian peoples.
Sword of Eternal Damnation:
Sword of Damnation, Soulstealer, Sword of Corruption
A Sword forged for the Courts of Vesturia, it has since long been lost. It is infused with the power of Corruption, and it can be used to take the souls of any it strikes. It is said that those who wield it will lose their own souls to it as well, slowly becoming empty vessels of power. It is one of the four Swords of Shadow. It represents the sin of Corruption.
During the height of the Deserian Empire on Ansulym, before the Divine Wars destroyed the continent, two nobles of the Night-Emperor's courts acquired a group of Dhunnicmen as slaves. The Dhunnics were missionaries who came to Ansulym to sway the peoples there toward their holy Goddess. The Deserian nobles found them amusing, and began to play games with them. They set up a small area in their city and let the Dhunnicmen believe they were free, then gave them permission to proselytize. As the Dhunnicmen began doing so, the nobles had their people begin attempting to sway the Dhunnicmen. One by one, the Dhunnicmen fell, until only two were left--one belonging to each noble. The nobles' bet was that he who failed to corrupt their group entirely would cede to the other their own manhood, so each was desperate to win.
The first nobleman brought his Dhunnicman in and began to offer him everything he could think of, and when that failed, began to torture him. The second was more desperate still, and he went to the temple and prayed for an answer. As he prayed, word came that the first nobleman had succeeded. The second rushed home to attempt to flee his fate, where the Dhunnicman met him. The Dhunnicman, a holy and noble soul, asked the Deserian duke what made him so distraught, and upon hearing the story, took pity on the man. Being noble and good, he saw the chance to redeem the duke, and offered his own manhood in the place of the duke's. The duke, overjoyed, accepted and had the Dhunnicman chained and brought with him to his rival's home. There, his rival gloated cruelly, but refused to let the duke see the corrupted slave first. The duke, however, did not care--he had his proxy, afterall. He offered the Dhunnicman's manhood to his rival, and the rival knew that, since his claim was a lie, he ought to take this while he still had a chance. He accepted, and he had the Dhunnicman bound to a table. As the torturers removed his manhood, the pain was too great for him, and he cried out a blasphemy, thus giving the duke the win.
Events played out quickly, and it was revealed the duke's rival had lied. The duke, delighted, ordered his rival's manhood cut off. As the rival was being maimed, he, too, cried out a blasphemy--the name of Deserel. Being invoked, she appeared, and pleased with the corruption and horror before Her, she fashioned the manhoods into a Sword for the duke.
Ring of the Hells:
Ring of Darkness, Demon's Want, Ring of the Demon-King, Ring of Infernal Dominion
A Ring fashioned from infernal essence, it has long been thought to be in the possession of a demon lord. It is infused with the power of Abuse, Brutality, and Cruelty. It is said that it is central to many of the political conflicts in the Hells. It gives the wearer command of the infernal realms and mastery of punishment and abuse. It represents the sin of Abuse.
During the earliest days of Deserel's reign in the Hells, the demons under Her were not always so discordant. Their various leaders all bowed to a united leader, known as the Demon-King. He was incredibly powerful, even stronger than the Prince of Darkness himself, the Fallen Angel Manifest. Such was his power that he one day thought to challenge Deserel. She rallied to her her most loyal demons, but his army was much, much larger. Knowing she had to use cunning rather than brute force, she agreed to parlay with the Demon-King, under the guise of a possible surrender. When they met, she asked to shake his hand. As they did,, she called upon all her power and twisted the Demon-King into a Ring, brutally warping him before the entire gathered Infernal Hosts. She then declared that any demon that held the Ring would be the next Demon-King. She then cast it into the sky, such that none saw where it fell. Such was her cunning that she actually threw it into the mortal realm (buried so deep and hidden so well, no mortal could find it either), but the demons, to this day, believe it still lies somewhere in the Hells.
Crow's Foot:
The Gentleman's Claw, the Leg of the Black Crow, the Manipulator, the Claw of Dark Dealing
A Talon crafted like that of a Crow, this is a Gift fashioned to honor the Devil himself. Owned by one of his children, the Crow's Foot is infused with the powers of Manipulation, Deceit, and Intimidation. It is said that the best way to wield it is to cut off one's own foot and replace it with the Gifted Talon. By melding to the Talon, one gains command of crows and their intelligent relations, a keen insight into the brokering of souls, and the ability to become a murder of crows. It represents the sin of Manipulation.
During the Age of Miracles on First Shem, there lived a greedy but not wholly evil merchant named Grissom. Grissom was proud, arrogant even, but not cruel. He ran a respectable shop, and while he could be ruthless in dealing with competition, he was not unfair to his customers. His business acumen brought him many strange possessions, as he seized the holdings of rivals in hostile takeovers and other maneuvers. One such possession was a crow called, simply, Sam. The merchant was taken with the strange crow, and took it as a pet. For several years, he doted on the crow, and he always keeping it with him during his most ruthless dealings, to intimidate his rivals. One day, a strange man appeared at his offices and asked to speak with him. Intrigued by the stranger's demeanor, Grissom agreed to meet with the man. The stranger claimed that the crow belonged to him, that, indeed, the crow was a part of him. He told Grissom that he had been watching him through the crow for years, and he was impressed. Having only seen Grissom during his most ruthless moments and at the office, he had come to see him as a dangerous bastard. Grissom swore that he was more than that, offended by the implications, and, without thinking, swore to prove the stranger wrong.
He invited him to his home for dinner, and the stranger accepted. At dinner, he introduced the stranger to his wife and his children, and his grandchildren, to his servants, and to his brother and sister. He left the crow, as he always did, in his office at home, so as not to disturb his wife. He showed the stranger how grand his home was, how good he was to his family, and how well he treated his servants. The stranger took it all in, then, after dinner, while sharing a drink with Grissom, he asked what the merchant wanted in exchange for the crow. Grissom considered, then hesitated. The crow had been very useful to him, and he had come to regard it well, as a pet and a friend. The stranger offered power, and Grissom was tempted. The stranger offered wealth, and Grissom was tempted. The stranger offered longevity, and Grissom was intrigued. The stranger offered secrets, and Grissom was intrigued. But still, the merchant refused.
The stranger became angry and swore that he would get his crow back. He stormed out of the house, turning into a murder of 12 crows and flying off. Grissom was shocked and terrified, and he henceforth kept the crow locked in a cage at his work offices. Thirteen days later, Grissom's business began to take a turn for the worse. In another thirteen days, his sister fell ill. In another thirteen days, his brother had an accident and broke his back, surviving but crippled. Every thirteen days, another misfortune befell him, until Grissom was desperate to save himself. In his desperation, he tried everything, but misfortune kept coming, until, on his 50th birthday, he remembered the stranger and his crow. He took the crow out of its cage and took it home that night, and took a sharp knife. He walked out into the storm midnight and yelled to the skies that he would cut the crow to pieces if the stranger did not stop his assault on Grissom's fortune.
The stranger appeared, forming up from a murder of 12 crows. He and Grissom argued, and Grissom, to show he did not bluff, sliced off the crow's foot. The stranger became enraged, but as the crow's leg came off, the stranger buckled in his leg and fell. Grissom saw what power he had, and threatened the bird's neck. The stranger looked into Grissom's eyes and smiled.
"You would do that to your friend?" he asked. And Grissom balked. He let the bird go.
The stranger leapt up and grabbed it, then turned into a murder, this time of 13 crows (one missing a leg), and flew off. Grissom sat there, in the rain, weeping, holding the bird's foot. He stood and entered his home, where he found every member of his family had gathered around the dinner table, a feast prepared. His brother, in his wheelchair, had rolled back from the table, but the rest of his family was slumped over, their eyes vacant. His wife's face had fallen into the birthday soup. His grandchildren were all leaned back and staring blankly toward the ceiling. The Devil had slain them. Grissom's heart went cold.
From that day onward, he wore the crow's foot about his neck. He lost all goodness within him, turning into a cold monster. His business flourished, his personal life was left behind. He evaded questions about his family. He lived for another 13 years, and when he died, he came before his judgment still wearing the crow's foot. There, the Devil met him.
"That would be mine, merchant," he said with a sneer.
And Grissom looked to it, and he saw beneath it his own tarnished soul. He looked into the fiery eyes of the Devil and said, "I have nothing left but this. What do I get in exchange for it?"
And the Devil replied, "A replacement." He held up a Crow's Foot crafted by the Webweaver himself. Grissom nodded, and he took the Gift. The next thing he knew, he was being reborn a greater crow with a strange Foot...
Dreaded Dark:
Skin of Shadow, Deceiver's Self, Sable Oil
A Skin, dark and oily, that flows over the body of its user. It is said to give the powers of commanding darkness itself to the user, but none have ever been known to use it. It is a Legendary Gift--one spoken of but never seen. It is infused with the powers of Darkness, and it represents the sin of Deceit.
Back in the earliest days of First Shem, there lived a woman of righteous heart and soul. She swore herself to a holy path and sought to face the darkness in the world with a candle and a cross. She was no warrior, but she was strong. She was no priestess, but she was pious. She was no sorceress, but she was intelligent. She walked the world and set right wrongs, faced the worst the world had to offer, and stood resolute against injustice. Everywhere she went, though, she knew that the worst the world truly offered was within her. For every injustice she saw, she wanted to strike back with vengeance, not justice. For every wrong she righted, she wanted to instead strike back with another wrong. She faced the worst of the world in the mirror, not in the faces of criminals and oppressors. Still, she challenged herself. She sought more and more difficult tasks, facing worse and worse evils, knowing full well that the worst she could find would be that within herself. It made the darkness easier to face when she knew she carried an even darker shadow.
One day, she came to the gates of the city of Deseria to face her greatest challenge. She had become determined to face down the Goddess of Darkness herself, and so she walked into her sanctum. She ignored the vileness around her and went straight for the High Temple at the city center, where she walked amongst the snakes, the demons, the mephistos, and worse. She entered the heart of the Deserian Empire, and she ignored even the Night-Emperor and the High Priestess. He walked past them all to the altar of the Serpentheart. There, she unclothed herself and lay upon it, and called out to Deserel. And in that moment, she knew that she had lied to herself her whole life. She realized as the Dark Goddess arose around her that she had never been strong, never been pious, never been intelligent. She had been deluded. She knew, then, that had she been strong, she would have faced her own darkness, not others'. She knew that if she had been pious, she would have sought goodness, not evil. She knew that if she had been intelligent, she would have seen all of this before. As her deception rose up, it consumed her, like a new skin, and the Goddess infused it with Infernal power. It wrapped around her, a creeping dark fluid that turned consumed her entirely.
Kris of Eternal Night:
Dagger of Dark Sacrifice, Blade of Night, Kris of Night's Call, Heartpiercer
A Knife used in sacrifices that empowers the user to plunge the world into Darkness. The more hearts it pierces, the longer the darkness lasts. It is said to have been the tool used to keep the world in darkness during the Era of the Spider on First Shem. It is infused with the powers of Extravagance, and it represents that same sin.
During the height of the Deserian Empire's power, the thirty-first Night-Emperor was a cravenly and paranoid man. Every day, he would consult a new augury or prophecy to protect himself from threats. Most of these were lies told to him to manipulate him, but a very few were true. One such came from a naga seer who predicted that he would die only in the daylight. Desperate to protect himself, he ordered sacrifices to be made to call the Night Eternal from the Goddess of Darkness, his Divine patron. Every day, he would take up the same kris knife to slay the first sacrifice of the day, and every night he would do the last with the same blade.
After thirteen years of straight darkness, a rebellion began. The Empire was falling apart, and the Night-Emperor had begun killing his own nobles. No one remained loyal to him. He desperately clung to the belief that the Night would protect him, and he took to the altar his own wife. Upon slaying her with the kris, he called out to Deserel, who answered that if he wished to defeat his fate, he must conquer more territory. To appease his fear, she turned his Kris into a Gifted Blade, infusing it with all the powers of all the Nights that had come before.
The Night-Emperor rallied his depleted hosts about him and rode forth to do conquest, but the Night did not follow him. Though he wielded a Gift, the very day he left, he fell to the arrows of his enemies.
Ender Set: (Sword, Armor, Helm)
- The Sword of the Ender is a cruel falchion forged with the blood of enders. It is coated in the black taint of Hell's heart and made to cause pain more than death. It represents the sin of Sadism and is one of the four Swords of Shadow. Also called the Ender's Falchion, Cruel Sword, Sword of Cruelty, Sword of Pain, Sword of Taint, Tainted Blade, Wounder.
- The Armor of the Ender is a set of full plate mail that is coated with the black taint of Hell's heart. It gives its wearer the heart of an ender and is empowered by the pain of others. It represents the sin of Sadism. Also called Tainted Plates, Plates of the Ender's Heart, Sadist's Shell.
- The Helm of the Ender is a ridged, winged Helm that is coated with the black taint of Hell's heart. It gives its wearer command of all enders. It represents the sin of Sadism. Also called the Tainted Crown, Helmet of Pain, the Cruel-Lord's Helm.
When Deserel began fashioning the enders out of the souls of empaths, She saw great potential in them. She fashioned their Manifest and gave unto him a set of Gifted Armor, one formed of the Infernal flames. During this time, the Gods were at war, so she siphoned power off of her enemies and fashioned hundreds
of sets of Gifted Armor and Swords for her loyal enders. The Manifest remained in the Hells and commanded them, while she sent his younger brother out to be his voice on Shem. This man, Camarion Illaria, wore the Helm of the Enders, crafted to make him visibly their leader. During this time, the Divine Wars raged and a Messiah walked the lands.
Upon the end of the wars, Deserel was weakened greatly by her output, and she retreated to nurse her wounds. The set of Ender Gifts slowly reduced as heroes of the holy gods sought them out and destroyed them. Before Deserel could address the issue, though, she was slain by the Lost Hero. Her predecessor, Greneja, did nothing to help the situation, and the Ender Manifest died shortly after Deserel did, his Armor being lost and destroyed.
Ages later, the Webweaver arose as the God of Darkness, and he sent out his spiders to find all the surviving Dark Gifts. He discovered that but one set of Armor, Sword, and Helm remained. Within them, he found great power, as the strength of all the former Ender Gifts had flowed into this last set. Sensing an opportunity, he let this one remain.
Sulfuric Ash:
Sand of the Hells, Brimstone Ash, Hellfire Ash, Powdered Demon's Soul, Ash of Selfishness
A bit of stinking Ash made of Divinely burnt zaqqum wood. This Ash causes whoever inhales it to lose all sense of generosity. It causes all who cover themselves in it to become stronger the less they care for others. It is said that other uses can be found, if the user is self-minded. They embody the sin of Selfishness and represent it.
In the Hells, a forest of zaqqum trees grows so dense and vast, nurtured by the souls of the damned. For every crime committed, every sin, a tree grows. Once upon a time, a beautiful Deserian prince met a bright elven princess during a journey around the world. The two met in the nation of Galdun, and they began an illicit affair. The wrote letters to each other when they split up, in code, and eventually, the Deserian prince, being mortal, died of old age, alone and bitter. The princess was heartbroken and swore to find him again. She sold her soul to a demon in exchange for access to the Hells, and there she set out to find her lost love.
She came to the forest of sins and became completely lost. Her lover was within it, she knew, because she could sense his love for her lingering, causing him agony. She sought for years, lost, until finally, she dropped down in agony and wept. Her tears, being holy, began to burn the forest around her. Each drop became holy flame, and the forest ignited in a flash Within moments, she and her lover were incinerated, along with thousands of demons, sinners, and other unholy beings. The conflagration brought the attention of Deserel, who was delighted by the apparent agony, and blessed the ashes with Divine power.
Robes of Silken Shadow:
Gossamer Robes, Vanity's Robes, Lord's Robes, Imperial Robes
A set of black Robes made of Divine spider gossamer. These Robes are said to have been owned by the Webweaver before he ascended, and they are infused with his very power. They protect the user from the attacks of the Righteous and allow them to blend into shadow and move like a spider. Those who wear them appear to be beautiful and powerful, and thus, it represents the sin of Vanity.
In the early days of First Shem, three sets of Robes were made by Deserel for her favorite mages. One was made from snakeskin, another from crow feathers, and the last from spider silk. These three sets of Robes were distributed to three black sorcerers: Nazar the Black, Quain the Black, and Thaesris the Black. They were all rivals, and they used their Robes to empower themselves against each other. For centuries, they plotted and struggled, each one becoming more and more like the attributes of their Robes. Nazar became like the serpent, a cold-blooded deliverer of venom. Quain became like the crow, a raucous trickster. And Thaesris became like the spider, a dangerous trapmaker.
Nazar was the first to die. He attempted to strike at Quain, but he was tricked by an illusion, and Quain struck him from above. Quain took the serpentskin Robes. Thaesris and Quain turned their attentions on each other, then. For another two centuries, they fought, schemed, and studied. When Quain finally made his attempts on Thaesris, though Quain had two Robes, Thaesris competently trapped him in a magical web. The serpent could not escape, and the crow could not talk its way out. Quain was captured, and Thaesris began to experiment on him.
Another hundred years passed, and eventually, Thaesris dispatched Quain. He took on all three Robes, but even back then, three Gifts proved too much for him. He went mad, obliterating two of the Robes.
Millenia later, the family Sris has survived their ancestor's madness. One of the scions of Thaesris, named Raithev, worked for the Vesturian Empire. He was a clever mage and researcher. He was also specially resistant to spider venom, a fact that made him irresistibly interesting to another mage working for the Empire. He caught wind that he was going to be captured and experimented on, and he knew he had to make his escape. He stole into the vaults of the Imperial Arsenal, and there he found many Robes...
Heart of the Spider:
Gregor's Heart, Empty Heart, the Heart of the Ruthless, Spiderheart
A black, beating heart made of Divine flesh. This Heart can replace the heart of any living thing, turning them cold and ruthless. It empowers them for every sin they commit, turning their emotions darker and darker and making them stronger and stronger. It represents the sin of Ruthlessness.
There once was a family of minor nobility in the nation of Rendru named Tove. These peoples were outcasts from the Vesturian Empire, and their nation was subject to Vesturia's enemy, Tara'hin. The family Tove was long connected to fighting Vesturia, and one day, they were responsible for the downfall of a cult related to the recently deceased Deserel. The youngest child of the family was cursed by the cult members as they were hanged, and he spread the curse to his rather large family when he grew up. The curse had the side effect of causing one of the children to be born a new species entirely: a werespider. This child, named Gregor, grew up an outcast, even in his own family, and he sought out a place where he could belong.
Thus, he found another dark cult, this one dedicated to an undead being called the Webweaver. He was revered for his unique form, and he found he approved of their individualistic philosophies. He converted to their faith, and he quickly rose in their ranks, becoming their first Hierarch. When he got old, after helping found a nation devoted to his God, he knew he must continue the work, so he went to the Prophetess, and he bid her remove his Heart. Seeing his plans, she agreed, and she used her Gifted Sword to remove it, turning him into an undead beast that would become known as a necrarach. His Heart was saved.
Millenia later, when the Webweaver ascended to Divinity, he had a small collection of Gifts to fashion. He chose for the first of these to be the Heart of his first Hierarch, empowering it to make others as cold and ruthless as he was.
Gentleman's Quill: ''Devil's Quill,
A Quill pen looking like a crow's feather. The Quill, taken from the Devil's own crow forms, can write two things at once--that which is seen, and that which is already there, allowing the user to trick others. It is imbued with the sin of Usury.
''The image of the Devil as a man who made deals for souls, as a being of smooth talk and fashion, bearing a crowfeather Quill to sign away souls, pervaded the popular imagination soon after he began his work.
Aelkrim and Daskunin, the Devil making Aelkrim do paper work
Flag of Infernal Dominion:
Mark of the Tormentor:
Murderer's Soul:
Set of the Webweaver: (Wand, Robes, Cap, Ring)
Blood-Emperor's Lance:
Gauntlets of the Adversary:
Draught of Metaphysical Poison:
Staff of Demonic Influence:
Chaos and Madness . Darkness and Malevolence . Cosmos and Location . Dreams, Illusions, and Fungi . The Moons and Cycles . Fire and Passion . Light and Benevolence . Pestilence, Parasites, and Pollution . Destruction and Eschaton . Earth and Stone . Hatred and Rage . War and Conflict . The Lakes, Rivers, Seas, and Currents . Knowledge, Thought, and Learning . The Void and Nullification . Famine, Drought, and Denial . Peace and Friendship . The Sun, Honor, and Pride . Hope, Redemption and Freedom . Flora and Nature . Harvest, Satisfaction, and Gratitude . Euphony and Harmony . Order, Law, Structure and Systems . Work, Creation, and the World . Death and Beyond . Despair, Shame, Guilt, and Weakness . Life and Rebirth . Silence, Mystery, and Stealth . Learned, Wild, and Racial Magic . Fauna and Protozoans . Compassion, Health, and Healing . Truth and Objectivity . Sorcery, Witchcraft, and Drawing Magic . Weather, Climate, and Patterns . Wind and Sky . Happiness, Inebriation, and Celebration . Good Fortune and Luck . Time, History, and the Past . Majesty, Discipline, Avarice, Vanity, and Territory . Fate, Certainty and the Future . Undeath and Corruption . Love, Affection, and Desire . Wealth and Resource . Envy, Obsession, and Disdain . Vision, Inspiration, and Art . Winter and Apathy . Movement, Travel, Language, and Culture . Civilization and Community, Hearth and Home . Change and Evolution . Science, Logic, Math, and Experimentation . Stillbirth and Pedophilia . Balance . Metal and the Forge . Might and Power . Wisdom, Strategy, and Experience . Mischief and Hoaxes . Connection . The Hunt and Determination . Insight, Introspection, and Self . Combined and Bond Magic . Skill, Ability, and Mastery . Family, Children, and Relations . Stories and Adventures . Forces . Nightmares, Fear, and Intimidation . Deceit and Subjectivity . Cacophony and Disconnection . Contradiction and Imbalance . Misfortune and Poverty . Blasphemy and Rejection . Oppression, Exploitation, and Slavery . Nature and Seasons . Infinity, Complexity, and Everything . Boundaries, Doors, and Challenges . Neutrality, Impartiality, and Passivity . Heart and Emotion . Crime, Greed, Treason, and Trouble . Harm, Suffering, and Agony . Utopia, Perfection, and Heaven . Diligence, Duty, and Protection . Glory, Bravery, and Victory . Filth, Pollution, and Violation . Equality and Unity