
The All-Seeing and the volatile center of the Arcane Accord in Delgos. Nethys represents magic in its rawest form: a power that can build civilizations or incinerate them in the blink of an eye. He is the patron of the League of Miracles, the god of the Clanks, and the obsession of every wizard who dares to peer into the Arcadium.
The Shattered God-King
Ancient texts from the deserts of Calis mention a powerful Sorcerer-King named Nethys, whose mighty sorceries allowed him to peer beyond the Sanctum's Mantle and see all that transpired across the planes of the Great Beyond. The knowledge he gained through these visions fueled his ascension to divinity, but the sheer weight of the cosmos shattered his psyche. Ever since, Nethys has been of two minds—one set upon unraveling the world to understand its core, and another pledged to protect it as a precious artifact.
This duality defines his faith. He is often shown with both his aspects in action: one side of him is burned and broken, unleashing terrible magic upon the world, while the other half is calm and serene, using magic to heal the sick and protect the innocent. He is the god of magic for magic's sake, unburdened by morality or consequence.
The Pursuit of Power
His followers are those who desire magical knowledge or power, whether arcane or divine, regardless of their intent. To a follower of Nethys, the use of magic is less important than the mastery of it. The church tries to balance the god’s two aspects, but individual temples often lean one way or the other, becoming either bastions of healing and defense or laboratories for dangerous and destructive experimentation.
Formal ceremonies require elaborate robes, skullcaps, mozzettas, and hoods, all in similar colors (such as red, maroon, and burgundy), with the specific range chosen by the local temple. Depending on its focus, a temple might resemble a fortress, a sanctuary, a wizard’s tower, or a small palace. Regardless of their appearance, all are staffed by knowledgeable arcanists unfazed by loud explosions, summoned entities, or the strange mutations that often accompany deep magical study.
The Book of Magic
His holy text is The Book of Magic, a comprehensive tome that discusses guidelines for channeling magic and the moral ramifications of its use and misuse. Reflecting the god's own fractured mind, the text often argues alternative positions in the space of a few paragraphs, leaving the interpretation up to the reader. Its words are always written on the temple’s interior walls, but most priests also carry it as a book or scroll bundle.
Signs of the All-Seeing
Nethys is not known for showing personal favor or wrath to his followers, a fact in which many of his worshipers take pride. They argue that their god does not patronize or coddle them with cryptic dreams or bizarre omens—magic itself is the only reward they need.
However, his presence is felt in the world’s anomalies. It is said that zones of wild, unpredictable magic are the result of Nethys passing close to the Material Plane, his sheer presence distorting the laws of physics. Conversely, zones of "empty magic"—dead zones where spells simply fail to function—are viewed as rare indications of his anger, or perhaps his momentary disinterest in a region's existence.