Enarr
"Justice is the ruthless guardian of order, not its gentle companion. It wields an iron fist, and within that grip lies the sanctity of the realms."
The Aspect of Amier's authority and wisdom, Enarr is the unspoken yet tacit leader of the Pantheon, and the sovereign of Vanaheim. He is worshiped widely as a nautical deity who commands the oceans' wrath, as well as by the kings and nobles who pray to him for enlightenment and prosperity; it is a common practice for sailors to make sacrifices in his honor before lengthy voyages, hoping to calm the waters and draw in favorable winds, while there are others who seek his favor through the endurance of the sea's harshest trials. Enarr's name is also frequently invoked in the courtrooms and at oath-taking ceremonies, almost as a holy representation of justice and the law.
Believed to still discreetly watch over Meranthe, it is said that during particularly storm laden weathers, the roars of waves carry Enarr's own voice, echoing his all-seeing presence and his harsh, unforgiving nature towards those who dare consider themselves beyond the laws of cosmos.
Despite inspiring loyalty as well as admiration, and being seen as righteous by his followers, Enarr is far from a lenient ruler; cruel and uncompromising, with a drive to exert absolute control, whether it be in his governance, or in his role as one who preserves the order of the realms, with a strictness that commands terrors, as much as it garners reverence. The Primomarchy
Born at the first light of dawn, just as Amier's essence waned in the throes of sacrifice and Meranthe trembled beneath the weight of his passing, Enarr emerged as the earliest embodiment of his divine will. Eldest of the ten, with a crown of gold, and the echoes of authority and wisdom coalesced within morning's first breath.
The one who personified the aspects of Amier's leadership and command, and thus innately driven to establish his control and impose order. An inherent desire that extended not only over mankind, whom he sought to save under the will of his father, but also over his siblings and their respective mantles. An adherence to the divine duty he believed to be his alone.
And so they followed him, ushered by his charisma and incentives to steer them into roles where they most thrived. The tribes of the first men had been pushed back by then, driven to near extinction and unable to hold their own against the Primals who reigned supreme, with persistent infighting, as well as their initial distrust towards the Pantheon. Enarr was the one who brought mankind together, his commands thundering over Meranthe's landscapes and compelling humanity to unite, to rally behind him throughout the battles of Primomarchy. His voice, echoing with overwhelming might and presence, later came to be revered as the Voice of Authority.
It is said that the wars shook the peninsula to its core, with mountains turned to dust and grounds cracked, creating rivers that divide Meranthe even now. But it was also Enarr's brilliance and leadership that turned the tides. He brought coherence to the scattered tribes, introducing proper structures and dividing the responsibilities, and after the Primals were vanquished in the subsequent, grueling decades, he and his siblings led the war-weary human race to prosperity. Much of the early civilization was shaped by the mandates and precepts of the God of Wisdom, who laid the foundation for a new era of governance and moral conduct, setting up hierarchies, establishing laws, trading systems, and guiding humanity for generations to come.
After the men had conquered the lands, it was also Enarr who ushered in the constructions of the first ships; vessels crafted from the sturdy oaks and ash trees, with broad hulls and deep keels so that they could endure the harsher waters and sail days and weeks at a time. Many refer to this as an era of unprecedented expansion and discovery across the seas of Meranthe. The Eight Divine Commandments
In the aftermath of the Primomarchy, as Enarr labored to establish order and organization among mankind, it was his teachings and mandates that shaped the workings of much of early society and their beliefs. Over time, these directives came to be known as the Eight Divine Commandments of the God King. Let fairness be the bedrock of your decisions, in agreement with the facets of justice and law. Knowledge is the greatest of your wealth; treasure it, pursue it, for it endures even when gold fades. An oath once sworn is sacred. Break it not, for even unwitting failures will stain the honor of its keeper. Few are bonds stronger than blood; do not forsake your family lightly, or the vows that tie you to your kin. Conquest begets glory and growth, yet little beyond chaos is brought by violence without purpose. The realm is your hearthstone; protect it, cater to it, and bring ruin to any who dare defile its sanctity. Preserve the sanctity of death, and of the cosmic order that binds all. Spare not the wrath for those who sin, be they high or low, strangers or kith. Retribution discriminates naught. Law Magic
Contract Magic had long been employed through soulbinding oaths to the angels and stars by the time the first civilizations began to thrive, but it was Enarr who introduced the practice among mortalkind, with usage that could manifest in numerous ways; either as vows that tethered individuals to their covenants, as decrees from monarchs that compelled compliance from their vassals, or even the creation of relics emboldened by qualities acquired through the endowment of something of equal value. The God of Wisdom foresaw their usefulness in establishment of order and further stability, and thus ushering their use to foster a more just and balanced society.
And it was under his guidance that the concepts of legal bindings and magical contracts developed, tailored for governance and establishing the groundwork for a society that incorporated both the divine authority and the rule of law; it was this transformation that enabled the early human communities to advance from loosely structured tribes to entities with proper regulations.
However, the God King took care to provide guidelines that must be adhered, outlining both the encouragements and the limitations to the practice:
Forbidden is the soul's bargain—for it defiles the cosmic order, a sin among the gravest. Barred is the birth of corruption—create not from the power of Contract objects tainted with abhorrence. Paramount is Order—foster prosperity, growth and trade. Do not sow the seeds of discord. Ensure the transmission of knowledge—do not let the teachings and practices be lost to the succeeding generations.
Sovereign of Vanaheim
When the time came for the children of Amier's to leave Meranthe behind, it was Enarr who oversaw the creation of Vanaheim, the first realm in the netherworld. Walls of silver were raised, nigh-impenetrable and enchanted with the blood of the God of Wisdom himself, and as the foundations of the central city were established, he found his seat in the Elysium, adorned in hues of gold and towering brighter and larger than any other structure, visible even from across the borders of Joruheim. It is here that the myriad pathways of the Wander Taxidion converge, facilitating frequent visits from Chireus amidst his travels through the Eternia; to bestow upon Enarr knowledge of happenings and developments across the worlds, and thus enabling him to maintain his watch over, and governance of, the cosmos.It is also the Bird Wyvern who often acts as the messenger for Enarr; delivering his commands, directives, and ultimatums alike.
And so the realms of the Spirit World were inaugurated, with the long-sought order and structure ushered by Enarr and his siblings; equally distributed dominions, as well as the establishment of the cosmic laws. The God King's own council was responsible for bringing them forth, and violations were often met with severe and brutal sentences. So though he commanded the loyalty and reverence of most within his reign, his rule was harsh just the same. In Ualdir's prolonged absence, Enarr himself has led the Legions of Vanaheim to enact such retributions.
His siblings were also subject to the same consequences if they shirked their duties or challenged his authority, with penalties that sometimes escalated to expulsions or even violent reprimanding. There have been numerous such altercations throughout the centuries. When Vanaheim was established, it was Enarr who barred Vdali from entering except under specific circumstances, thus confining his largest kin to the mortal realm, and likewise, it was Enarr's trident that cast the Titan into a deep slumber and banished him beneath the lands in further exile. The Spirit King has also frequently directed his ire towards Mestra, a conflict between his commitment to the stability and order, and the nature of the trickster deity who thrives on spontaneity and unpredictability. It is said that the God of Arts had often been on the verge of banishment, yet it was Gala who coaxed Enarr's mercy, and stayed his hand.
While others who demonstrate their loyalty receive Enarr's favor and trust, Ualdir in particular is often regarded as akin to his right hand, as well as his closest confidant after the Night Mother. Anointed as the General of Vanaheim's forces under Enarr’s principles, the War Pantheon has personally led the Legions to victories and conquests many a times.
Struggle for Helheim
When Athelios sought the wardenship of Helheim, wanting to oversee the darker spirits and souls burdened by strife, Enarr had placed his trust in his brother, deeming him worthy of such. And so though the cosmic order was upheld at first, and the weary souls underwent a more structured cleansing of their darkness in preparation for rebirth, the inherent nature of Helheim could hardly be contained for long. This eventual fall of the Realm of the Lost to the Marquis deeply angered Enarr, as did Athelios' own questionable and secretive maneuvers. And as the Citadel Upon the Edge was established in Athelios' bid to regain control of Helheim, Enarr's command thundered across the cosmos, renouncing the Aspect of Duality's claim to the realm.
This was the onset of fractures within the divine hierarchy, as Enarr sought to rectify the failings that threatened the balance he so fiercely guarded, directing the armies of Vanaheim to retake the fallen realm from those of the Marquis and setting off a series of wars that shook the cosmos. While Athelios disregarded the decree, and instead beseeched his progeny, followers, as well as many of the spirits sent to him for judgment and redemption, to join him at the Citadel Upon the Edge, as the members of his court, as well as the warriors that would fight in his honor in the battles for Helheim. And though the two forces of Amier's children shared their purpose and common enemies in the generals of the Dark Lord, it is said that clashes between them are not too rare, with occurrences spiking more frequently in recent times. Yet, there was one particular incident of yore which briefly sparked unity.
When the Dreamworld, a domain of Mestra, was shattered in a struggle between the Marquis Oneiros and the God of Arts, the Realm of Nightmare was born from its fractured and broken fragments. It became the dominion where Oneiros intended to reign alongside his armies. In response, Enarr and Athelios spearheaded an effort against the realm with their forces, where the God of Wisdom's own firstborn daughter, Lyrienne, led a ritual to surround the domain within a nigh-impenetrable barrier, sacrificing her own life in the process. It is believed that when the Marquis attempted his escape, Lyrienne's very essence interweaved with the seal, empowering it just enough to trap the Archfiend; an eternal imprisonment.
Overcome with immense grief in the aftermath, it is said that Enarr mourned for days, and as he did, storms unlike any ever seen before ravaged the mortal realm. Sea levels rose, and the lush forests were swallowed as the chain of isles encircling Meranthe emerged. Labeled as ‘The Great Flood of Separation’, it is perhaps among Enarr's deepest regrets, and the event that marked the beginning of rifts between himself and Nemea.
(Some of the lore on Oneiros is taken from here: Oneiros, the Master of Fate)
The Age of Exploration
Bouts of stagnancy had consumed humanity through much of the twilight of the First Age, with periods of instability and uprisings marking the Bastard Rebellion becoming the sagas of centuries past. And so though the new millennium dawned upon mankind, their nations found themselves in the eras of relative peace—or perhaps complacency, with the weakened yet persistent Peace Barriers that continued to separate them so.
It is said that a Feleran man named Leif, driven by an unquenchable thirst for discovery and exploration, prayed barefoot upon squally shores, gazing at a horizon he could never reach. He neither ate food nor drank water, his eyes never once averted, and his feet remained rooted to the ground beneath, bleeding. Hours turned to days, and a week passed. He invoked no deity, aimlessly hoping his desperate wishes would be carried by the winds to the gods above, to angels, to divine spirits—to anyone.
It was Enarr who heard his calling, already unsatisfied by the restraints on humanity's pursuits of the unknown and growing doldrums. Tremors reverberated across the entire cosmos when Enarr's celestial trident manifested and breached through the divine storms and barriers, even attracting the concern and interest of many angels, and heralding the Golden Age of Exploration.
Myths and Legends:
The Crown of Regalia
In the aftermath of the Primomarchy, mankind flourished under the guidance of the Pantheon, order was established and structure took root; with the scattered tribes developing and thriving, and soon the Kingdoms emerged. It is said that the first ruler of Meranthe was granted an elysian crown by the God King himself, adorned with powerful jewels and silver in its hues.
Passed down for generations as a symbol of divine right and continuity, though as the new eras unfolded and dynasties changed, the mythical crown was lost to the annals of time. Liahona Liahona is a magical compass reputedly given by Enarr to the first sailors who marked the Golden Age of Exploration. And while its true existence remains a topic of debate, with some scholars dismissing it as a mere myth, it is said that the compass holds the power to direct its wielder to any desired destination; be it a place, an object, or person.
There is a widespread belief that the legendary explorer, Leif, was granted the possession of this artifact. Thyrsus, the Golden Ire Forged in the flames of Ualdir's smithy and enshrouded within the ethereal silk woven from the fabric of the veil by Gala, Thyrsus is the Trident of the God King, wielded by Enarr through countless battles and defining moments of the eras. Its tines, bathed in hues of gold and crafted to divine perfection, are said to summon catastrophic storms with a mere flourish. It is the very armament that Enarr used to pierce through the divine barriers and tempests that once separated the nations.
Believed to be nigh unbreakable, but nevertheless it suffered a loss; a small fragment of one of its prongs was shattered during the clash between Enarr and the Marquis Oneiros, broken off and vanished within the realms. Akashic Archive Believed to be hidden somewhere in the depths and realms of the Tower of Aetius, the Akashic Archive is a library that embodies Enarr's search for knowledge. Founded by the Pantheon of Wisdom himself, its infinite shelves are said to contain every piece of writing ever conceived; all the way from the sagas of the ancient civilizations, to the history of the cosmos, and even the bloodlines of the Gods.
Legend has it that the Library is sentient; capable of providing its dwellers with the exact information that they need, even if it is not necessarily what they seek.
Order of the Golden Cross
The Order of the Golden Cross is rumored to be an ancient sect that was founded under the name of Enarr, established by a coalition of his Nephilim in the direct aftermath of the God of Wisdom's departure to the netherworld. It serves a vision of perpetual prosperity for mankind, believing it to be their divine duty to create perfect order in a chaotic realm of meaningless bloodshed, petty strife, and corruption.
It is said that those of the Order often consider themselves as the overseer of humanity's fate, under the beliefs that the wisdom of a select few can salvage mankind from its own destructive impulses, with progress that shall be ushered through control and oversight, rather than through freedom.
The actual existence of this sect is a topic of much debate, although no real evidence has ever been found to prove it. Nonetheless, it is a widespread belief that many of the events which shaped the history of Meranthe were orchestrated by the Order. A few scholars even attribute the fall of Aeschylus Dynasty, as well as the death of Amphal Aeschylus to the machinations of the Golden Cross.
There are many versions of the oaths and vows within the Order, believed to be taken during initiation ceremonies. And so though none are confirmed beyond hearsay, the most widely accepted one is the triad:
Pledge of Oversight—We vow to oversee the mortal and ethical conduct of humanity, to steer it away from its baser instincts.
Pledge of Sacrifice—We commit to making the necessary sacrifices, no matter the cost, to prevent Meranthe’s descent into anarchy.
Pledge of Secrecy—We shall operate in the shadows, for the light of wisdom must not blind those we guide, nor should our power become an object of envy or rebellion.
Over the centuries and millennia the Order is believed to have expanded its reach well beyond mere advisory roles, with its members within various levels of governance of the many Kingdoms of Meranthe, allowing them to mold the societal norms and influence the leadership discreetly.
Relationships
Gala: Many have endured Enarr's fury, and equally many have earned his favor, yet none have remained by his side with as much devotion and for as long as Gala. Believed to be the second manifestation of Amier's will after Enarr, she was the first to embrace the mantle of the God King's leadership. Almost as dedicated to upholding the order of the cosmos, and to safeguarding the sanctity of the night sky, Gala holds the highest position in the Council of Enarr—the body responsible for crafting divine laws—second only to the Wisdom God himself.
Nemea: Among the high rulers of the Spirit Realm, with countless domains as she takes her place within Vanaheim alongside her siblings. However, her relationship with Enarr is fraught with conflict and fluctuations. Both often represented different facets of mankind's progress; while Enarr sought the development of structured civilizations, Nemea was more enamored by the earliest tribes of the First Men, and their closeness to nature. Societies expanded under the God King's guidance, but the growth often came at the expense of lush forests and vegetation, as well as in an opposition to the ancient traditions of Druidism.
Ever in tune with nature, Nemea was also against the harsh storms often brought forth by Enarr, as well as the Nautical Traditions that became a norm. But it was the Great Flood of Separation that truly marked the widening of rifts between the two siblings, a divide that continues to worsen still.
Athelios: A brotherhood turned violent and bitter. Athelios had followed Enarr, accepting his mantle of leadership through much of the Primomarchy and their time in the mortal realm. Likewise, the God of Wisdom put his trust in his younger sibling, deeming the Aspect of Duality important to the maintenance of balance, and approving his desires to oversee Helheim. However, as the Warden's efforts and possibly questionable maneuvers failed to contain the realm's inherent nature, losing its dominion to the Marquis, massive fractures emerged in their relationship.
Enarr renounced his brother's claim to the realm, seeking to conquer it under his own guardianship, while Athelios rejected the decree of Valheim's sovereign. Thus, even though both sought to liberate the Realm of the Lost from the clutches of the Dark Lord's Generals, their aggression towards each other remained just the same, often resulting in violent confrontations.
Vdali: While it was Enarr who banished Vdali beneath the lands in further exile, their relationship is shrouded in mystery. There are some who believe that Enarr loved his brother, forced to act and dish out the sentence in an act of pity, wanting to save him from the wrath of those of Vdalion and the fate of Deicide, while other beliefs portray that the punishment was done in an act of self-preservation, fearing that the giant's existence may just turn the mortal against the Gods, threatening the balance of the Cosmos.
Chireus: Despite the overarching tensions between the Bird Wyvern and the Night Mother, Chireus garners much of Enarr's favor still. Significant to the governance of the Spirit King and his watch over the realms, it is the God of Gatherings who bestows upon Enarr the knowledge of happenings across the cosmos in his travels; of the developments and transgressions alike, as well as frequently acting as the Spirit King's messenger in the Netherworld. Chireus was also the one who aided in Enarr’s incentives of the Golden Age of Explorations, often guiding the first men in the beginnings of their voyages.
Ualdir: It is believed that while the God of Wisdom united and spearheaded humanity, much of mankind's triumph in the Primomarchy can also be attributed to Ualdir. None slew more Primals than the God of Flames, and similarly, none understood the art of war, of conquest, and the strategies of battle more intimately than he. When the children of Amier went on to create the realms of the Netherworld, banishing untamed spirits and establishing order, Ualdir was granted most independence, receiving the Dominion of Ifraheim from Enarr, where his Divine Forge burns to this day.
Yet in recent times, it is a common knowledge among the followers of Ualdir that their relationship had not remained consistent. Cracks and rifts that are shrouded in mystery, leading to the War God's fall and detachment from the Pantheon for centuries, nearly a millennium. The events that caused this divide remain largely unknown, and even less is known about what led to their reconciliation. However, it is believed that Ualdir made a great sacrifice that saw his redemption, and reclamation of his place again as one of Enarr's closest confidants, as well as the Commander of Vanaheim's Legions.
Mestra: Like water and oil—Enarr, who valued control and stability above all, and Mestra, the trickster deity, embodiment of spontaneity and driven by fascination. Conflicts were inevitable. Even during the eras of Primomarchy and the Divine Wars, the God of Fiction often acted beyond and against Enarr's commands, sometimes showing little regard for the greater consequences. The near-constant spats and dramatics driven by Mestra also frequently disrupted the order and peace of the realms. Though Gala had stayed Enarr's hand in banishing the Art God numerous times, his disdain remained just the same, heightening further with Mestra's failures to safeguard the Dreamworld.
Caius: When the Spirit Worlds were established, and Enarr’s council declared the dominions and duties of the divines, Caius was tasked with escorting the wayward spirits to the realms. Years passed, over half a millennium until came the eight century, and with it the Witch Trials. Innocents were slaughtered in numbers of thousands, as were the witches and warlocks in hordes. It is said that as countless lay slain and death engulfed much of the continent, Mortyl herself manifested; in a physical form and visible to all.
Enamored and fascinated by the Lady Death, Caius forsook his duties and left the Cycle of Rebirth in great disarray to seek her; to find her again, thus becoming the pariah he is known as today. Casted away in eternal banishment, it is believed that Enarr threatened to strike down his brother should he ever return.