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Unified Pantheon of Lightbringers

Posted on August 26, 2021 in Steel-Realms

Steel Realms

The Unified Pantheon of Lightbringers gathers the “Lightbringers” of the Steel Realms into a single unit that share the same purpose: destroy the Dark Trinity and their minions forever. It follows the normal hallmarks of a Unified Pantheon working in Harmony. The afterlife promised to ALL followers of light is the Home of the Safe Hearth. All followers look to The Dawn Star of Etrius as a sacred point in the sky (it is easily found at night, and still visible during the transition to dawn during the day).

Although the Amarata is not official outside of Umbak, many of its principles and teachings find their way into the shared litany of The Church of Light through The Houthas.

Primarch of Light

Each deity of the faith has their own clergy and sects, but there is the Office of the Primarch of Light. It is located in Umbak. The office coordinates activity between the clergies as a whole. There can be no declaration of war, peace, or effort of any kind that affects the entire faith without it coming from this office. The Primarch is always male – there has never been a female. The Primarch is said to be an agent of the combined will of the Lightbringers.

  • When the Lightbringers extend their influence into lands they do not have agreements with, it must be coordinated through the Primarch’s office. The only exception is the White Sisters of Aerna – they are welcome everywhere and are often used as a foot in the door. They are not controlled, because it would make folk suspicious and reluctant if they were part of the political arm of the faith.

Lightbringer Shared Sacred Observances

These are reflected in the faith’s General Liturgy.

  • Sacred Events: [Sacrosanct festivals and milestone celebrations] >
  • Sacred Places: [Sacrosanct locations and Pilgrimage sites] >
  • Sacred Dates/Days: [Sacrosanct times of the year, recurring days of celebration or rest] >
  • Sacred Times: [Sacrosanct period of a day, week, month, season, or year in a cycle] >
  • Sacred Life: [Sacrosanct plants, animals, monsters, and entities] >
  • Sacred Forms: [Sacrosanct colors, shapes, material (minerals, fabric, etc. )] >
  • Sacred Works: [Sacrosanct documents, books, jobs/activities] >
  • Sacred Items: [Sacrosanct utensils, tools, machines, clothes, armaments] >
    • Sacred Armor/Defenses:
    • Sacred Weapon/Offenses:

Common Tenets

Common Trivial Lightbringer Tenets

All reaffirm the Oath of the Day Watch.

Common Minor Lightbringer Tenets

Common Major Lightbringer Tenets

[related-subpages pageid=”13070″ title=”Elements of Lightbringer Unified Pantheon”]
Realm's Aptitude Powers: Divine, Occult, and Psychic

Cults, Orders, and Sects of the Ascended Celestials

Posted on August 2, 2021 in Steel-Realms

Steel Realms
Steel Realm Celestines

Steel Realm Celestines

These creatures are from another realm entirely, and came to Helca long ago as part of their ascension into Higher Order beings.

Common Properties

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which they play a significant part.

Common Powers

  • Wings of Ra: The aura of a Celestine was a golden aura that took the shape of wings and glowed with the power of the sun. It heated the area around them, but also bathed the area in radiation – affecting friend and foe alike (though not them). This aura was recharged through direct exposure to a yellow or red sun. The foundations of the Cloak of Stars is based on this.

Common Rites of the Faith

Realm's Aptitude Powers: Divine, Occult, and Psychic

The Godspeak Accord

Posted on June 29, 2021 in Steel-Realms

Steel Realms

In early days, at the end of the battle of the Valley of Sighs, the gods of dark, light, grey, and green met at the top of Mt. Doom. There they agreed not to manifest physically/directly – Proxy would be the way of battles – this was modelled on the way of the Celestine Powers on Helca. No more direct confrontation, no more direct interference. Little else is known of this, other than it has governed their interactions since. The accord allows for the deities to speak directly to their followers or against their enemies, but nothing else. It is a Sworn World Oath and is known as The Godspeak Accord.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which it plays a significant part.

The power of a divine Principle can be invoked by Connexion, to make a pronouncement of Weal or Woe, a Blessing or Onus, vision/dream revelation, an Observance of the sojourn or even a pronunciation of Agenthood in extreme circumstances.

Violating the The Godspeak Accord

To violate the Accord will break and stretch and bend the aether envelope that surrounds the planet of Helca itself. Divine principles will lose connection temporarily to their own sources of power – and banishment or death of a sorts becomes a genuine concern. They will be unable to provide their powers and knowledge to their followers. The breaking of oaths has serious effects including those of the gods. Their followers become vulnerable, their places of power become vulnerable, their items of power become vulnerable and this jeopardizes the mission of their followers and institutions. The breaking of such bonds carries with it a certainty that all those who have made the same bond know of the entity who breaks it. They are poised to take advantage of such an event. Elancil has some strange, limited capability of Violating the Godspeak Oath without repercussions.

A prayer of warding must be uttered here since the god has directly spoken, it can be fought against by devout. Speaking can cause onus and curse. And triggers for augury. It can be countered using a prayer with Connexion. Pronunciation of weal or woe or vision/dream revelation.

About/Chronicle

Knowledge is broken down by ease of discovery/availability. If nothing is indicated, assume Common Knowledge.

Common Knowledge / Easy Difficulty

Most Recent History

Commonly Understood Origins

Commonly Understood Development

General knowledge…

  • Key Places
  • Key Entities
  • Key Concepts

Uncommon Knowledge / Average Difficulty

Mt. Doom was given its name at the time the accord was enacted.

Whenever the gods clashed directly, some terrible natural event happened elsewhere in the world. There would be nothing left of the world for the victor but a ruin. And so, the came together to form a pact, an accord between them.

Rare Knowledge / Very Hard Difficulty

The Celestials were not present when it was made, and have never agreed to abide by the agreement.

Obscure Knowledge / Near-Impossible Difficulty

Note: Secret Knowledge is information not available in any known references; It is not necessarily Forbidden Knowledge.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Maðr, The One (“Him”; Ducateon faith of the Steel Realms)

Posted on June 22, 2021 in Steel-Realms

Steel Realms

>General Motto: “There is The Way, and all else is secondary.

Quick Reference: Maðr is a Divine Principal associated with discipline, order, hierarchy, stability and stone; They are an entity that reflects the powers of Conviction through Essence. This deity has NOT affirmed participation in The Godspeak Accord.

The Ducateon are technically monotheists. Although they acknowledge that there are many aspects to this divine entity, they refer to it as “Him”, “Maðr”, or “The One”. Maðr, pronounced “Mann” by most (also ‘ma-thur’, ‘mod-r’), though being grammatically masculine, it usually refers to the entity irrespective of gender. They openly individually venerate other deities as aspects of Maðr. There is even rumors of a sect of Gloom Bringer among the Ducateon, that follow the ways of “The Encroaching Darkness” and are killers of the priests of Maðr.

Promise of the Afterlife

There is a universal Afterlife for all of the folk who follow Him. It conforms to the standard Afterlife processes and manifestation.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which he seeks to escape playing a significant part.

Aspects Known/Common Associations

Major Aspects: ; These are common knowledge; Other aspects/symbols/emblems may vary by specific sect/cult or institution.

Minor Aspects:

Symbolized Role(s) and Value(s):

Emblem:

Sacred Observances: (These are reflected in the faith’s General Liturgy.)

  • Sacred Events: [Sacrosanct festivals and milestone celebrations] >
  • Sacred Places: [Sacrosanct locations and Pilgrimage sites] >
  • Sacred Dates/Days: [Sacrosanct times of the year, recurring days of celebration or rest] >
  • Sacred Times: [Sacrosanct period of a day, week, month, season, or year in a cycle] >
  • Sacred Life: [Sacrosanct plants, animals, monsters, and entities] >
  • Sacred Forms: [Sacrosanct colors, shapes, material (minerals, fabric, etc. )] >
  • Sacred Works: [Sacrosanct documents, books, jobs/activities] >
  • Sacred Items: [Sacrosanct utensils, tools, machines, clothes, armaments] >
    • Sacred Armor/Defenses:
    • Sacred Weapon/Offenses:

Pilgrimages and Sacred Places/Places:

Followers of the Faith

Favored Followers:

For for information on Roleplaying a character of faith, see the Divine Follower guidelines.

Expectations & Obligations: Good Standing in relation to their faith’s tenets reflected in Liturgical Observations tenets. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and the few Institutional Ranks alike.

Belief Made Manifest – Beyond the General Litany

Manifestation and Favor

Connexion Range = Varies (enhanced through the Rite of Offering) > Conviction Limits = None; Elan Building is allowed (if used).

Favored Avatar:

Minions and Servants

Armaments of the Faithful

Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.

Offerings:

  • Average:
  • Major:
  • Extraordinary:

Rites of the Faith

Cults, Sects and Orders

The Pillars of Strength

Said to be located in a Rhenclave with a Resonance Chamber of immense power, the Ducateon Collective are believed to sponsor this cult in order to watch over the most powerful items in the collective’s possession. It is mentioned a few times in the ancient histories of heroes, but its exact location has remained a secret forever.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Rastur (Numinous Lion great spirit)

Posted on April 28, 2021

Steel Realms

Rastur – /The Beast Bringer; The Numinous entity of the Wylde Horde of natural world cycles, predator and prey, fertility, ecosystem and balance, cycles, and associated beast and animals as well as the symbols associated with them.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which the entity plays a tertiary part (mostly guided by Darupet).

Role: The Finders of the Way (Predator & Prey); Secondary foe of those who wish only to conquer and destroy and/or corrupt nature

Rastur, Lord of Lions

Steel Realms
Numinous Lion Spirit – “Lord of Lions”; Invoked mostly as/for: Courage

This Great Numinous Spirit Spirit has NOT affirmed participation in The Godspeak Accord of the realms. It has been known to manifest to fight against those who would kill sacred beasts and threaten the the species under their protection without thought or bias to Light, Dark, Grey, or Green foundations. This narrow focus to which few enlist it for keep the ire of other powers n the realms from interceding. Where their allegiance to the greater Wyld Faith enjoins them, they adhere to Gaias’ and Darupets’ own perspectives on issues.

Truly, he is the lord of all that is feline. Rastur is primarily a deity in the south, where he is venerated as the family patriarch and for his courage and virility. However, because of the prevalence of cats across the realms, he is paid homage in many places – in both male and female forms. His many aspects include hunter, fearless warrior, family protector, dominance, group loyalty/oaths, and virility. His power is often invoked in pledges and unions of all kinds – not just familial. Typically such bonds represent servitude such as those of the banner-man, or an oath to protect those. Many of the most powerful followers of this principle have embraced its most powerful primal aspect and are of the ranks of the classic Lycanthropes.

Aspect(s) Known For/Sacred Associations

Rastur has a small variety of Cults, Sects, Orders, & Splinter Groups as well as incorporated into the Wyld Faith itself.

Symbolized Role(s) and Value(s):

Expectations & Obligations: To respect and observe the Basic Drive to Flourish of all the animal spirits. Respect for elders, tradition, and adherence to bonds that attempt secure this for continuing generations.

Emblem: Each animal spirit’s emblem is derivative of the Life Loop symbol common for the Wyld Faith.

Sacred Observances: There are few great spirits that have any strict observance of specific sacred acts – it is not critical to acknowledge them to stay in good standing. The Rites of Passage for Rastur are commonly conducted at the Pack Gatherings.

Within the largest sect – that of lion worship in the south, female followers keep their hair short, while male followers are obliged to keep their hair long, and must grow long sideburns at least (though few grow full beards in the heat, it is practiced in the northern climes). Followers must not put their hair in a ponytail regardless – it must be unfettered.

Sacred Events: There are few great spirits that have any strict observance of sacred days (though spring/birth is universal) or specific sacred acts – it is not critical to acknowledge them to stay in good standing.

> Annual Pack Gathering: Every local church or group may have an annual gathering of all its members. Here oaths of fealty and allegiance will be renewed, new ones made, and challenges for authority settles. This is usually done in spring.

Clothing & Item Decoration: Followers must adorn their equipment with the images of their deity and the creatures related to them.

Pilgrimages and Sacred Places/Places: Within the city of Dunstrand in the Duchy of the same name is Rasturs greatest temple of the north, the entrance proceeded by a pathway lined with golden gilt covered lions. Inside is said to be a statue of solid gold. To this den many make a pilgrimage from the north, even the elusive druids are said to seek it out.

Sacred Dates:

Sacred Times:

Sacred Creatures:

Sacred Colors/Shapes:

Sacred Items:

  • Armor:
  • Weapons:

Followers of the Faith

Favored Followers: There are few favored peoples, races, places, etc. which gain better abilities or starting powers. Any corresponding tribe of Merovin would be deeply connected to the primordial power of The Wyld. For those friendly with the associated natural animal population, they may be favored or appreciated regardless of their tie to the faith itself. Those protecting of the related animals can receive Intervention through the Godspeak accord.

Promises/Afterlife

Rastur promises nothing but a continued, healthy existence in whatever world waits beyond.
A successful hunt, a life of ease where there is no hunger, disease, cold, or predation on his followers. Often times, this place is referred to as the Endless Vedlt – although truly, the cats of all sizes and climates roam here. The courage of the lion will always be with the follower. In addition, Rastur is part of the standard Wyld Faith afterlife promise.

For for information on Roleplaying a character of faith, see the Divine Follower guidelines.

Manifestation

Favored Avatar:

Rite of Cleansing: The follower symbolically becomes one of the ‘pride’. This rite always takes place on higher ground, where the senior members preside over the pack, and the follower must be ‘born’ into the group – a gauntlet of followers pressing them and herding them until they are forced to their knees before the presiding followers and swear their belief in the pride, pack, and god.

Rite of Consecration: The followers are acknowledged as a raw power, untamed and wild. The follower must spend a month wearing nothing but minimal coverings, carrying to weapons or items other than their holy symbol, fighting with only their natural weapons and using only the powers
of the faith. Once complete, they must return to hold ground and spend a week in worship and
prayer – supplicating before Rastur for the wisdom to find the inner strength of a higher state of grace.

Rite of Dedication: The follower is symbollically ‘tamed’ and given reward for their service and loyalty. The initiate must go and track down a great cat, spending a prolonge period of time in territory the cat hunts in and return alive. Upon returning, they must return to hold ground and spend a week in worship and prayer – supplicating before Rastur for the wisdom to find the inner strength of a higher state of grace.

Rite of Devotion: The follower must do something particularly brave and bold, witnessed or spread by both followers and non followers. After completion, they must return to hold ground and spend a week in worship and prayer – supplicating before Rastur for the wisdom to find the inner strength of a higher state of grace.

Rite of Piety: The faithful must defeat a powerful creature that inspires fear, and return to hold ground with its skin. There they must shed all material items and drape themselves with the skin, spending a week in worship and prayer – supplicating before Rastur for the wisdom to find the inner strength of a higher state of grace.

Belief Made Manifest – Major Tenets

  1. Always show courage when protecting the faithful; never be the first to flee.
  2. Combat Exclusion: Followers will not fight (except for self preservation), or seek out for potential harm or entrapment creatures sacred to their deity. Where cruelty is being practiced on such creatures, the character will be honor bound to prevent it, move the creature from harms ways, and punish the perpetrators.

Offerings

[Type (Form)]
[Restore/Gain Attunement] Enemies (those seeking the conditions guarded against by the compact), ; Form:

Wylding Powers

Common Wyld Rites: This Great Spirit and their followers have access to all the common Wyld Rites practiced by followers of the wyld faith(s).

Realm's Aptitude Powers: Divine, Occult, and Psychic

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