Posted on December 4, 2017 in Steel-Realms
Merkaine – Elemental Consort of Fire (mur-kane) – The Bringer of Fire; The divine Wyld Entity principal of natural world cycles and forces of physical manifestation; the cleansing, cycling, healing, and restorative nature of fire, warmth, blood and associated symbols, concepts, and metaphors.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which the entity plays a secondary part (mostly guided by Gaia).
Role: The Bringer of the Fire; Secondary foe of those who wish only to conquer and destroy and/or corrupt nature
>General Motto: “Without warmth there is no life.“
They are an entity that reflects the powers of Conviction through Essence. They are part of the pantheon of The Wyld Faith. They are a seasonal manifestation of the Grey Feather Calendar.
She is known as the female (life giving) manifestation of the helpful outcomes with her associated element; There is an associated male (destructive) manifestation. This Great Numinous Spirit which has manifested through the will of living Helca and is directed by Gaia in most things. While this ‘goddess’ has not affirmed participation in The Godspeak Accord of the realms, she generally follows the stance of Gaia. She has been known to manifest to fight against undead and those who would kill sacred beasts, places, and environmental manifestations under their protection without thought or bias to Light, Dark, Grey, or even Green foundations. She is considered by related elemental creatures to be the supreme arbitor of their behavior within the shere of Helca itself, and can summon and bind several of the associated elementals with ease. It is well known that the powers of Merkaine and Aerna work best to fight against the cold death of the Fangedfrost.
Fire Branded Lily Healing: The clergy of Merkaine seeks Lily Healing items because it warms a person, and this reflects the aspect of the faith directly. They are able to enhance the effects of the potions, philters, and elixirs. Those drinking them cannot be raised as undead within the next 3 days.
Major Aspects: The fire that cleanses, life giving warmth, the drying of the drenched, transforming of habitat, the travelers friend, the closer of wounds, the kindler of passion.; 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.)
Pilgrimages and Sacred Places/Places:
Favored Followers: Druids and those who venerate the Wyld Faith are the primary adherents.
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.
Favored Avatar: A strikingly beautiful, swaying woman in deep red, orange and golden coverings of all fabrics. Her skin is golden, with palms, tongue and soles of black ash. Curly red hair that spills out in all directions, her feet leave burn marks and smoke trails in her footprints.
Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
The Flickering Flame,also known as the Order of Depelia (named after its first adherent Sister Depelia in CY 6710) is an order who follows Merkaine’s playful side, whimsical side – reflecting both chaos of flame, but a lighter side. They play to the kinder aspects of the Merkaine followers… their focus on story, fun, passion, and humor.
Motto/Saying: “‘Tis but a trick of the light!”
Inactive; Order Disbanded around CY 7200; The guardians were originally said to be women warriors, women of the north who had lost their families to the undead scourge of the Lich Lords. Over time, it grew and changed – widowers were allowed in, and eventually it became an unrecognized martial order. It had several shrines on the front lines of Kaald, and even sent a squad to the wall at Northgate Garrison. Gardia Delruk, the mother-matron of the order hunted down Kralloc the Red – a killer of priests in the north. His half demonic heart was ripped from his chest and cast into the flames, cursed. Rumor said it would not stop beating, and so she took it to a smithy and had it beaten until it no longer pumped. The blood was used to quench a suit of scale armor, imbuing it with magical properties – and so the rid-tinged scale armor became the symbol of the order for a thousand years. During this time, the “lady” who Kralloc served was hunted to extinction. This lady being a blue skinned hag, who kidnapped young women and bred them with her demon lover. The half demons were tracked over hundreds of years to their mothers lair, where the entire order converged. Half the order was wiped out, but the last of the priest killing soldiers, the hag, and her demon lover were all killed. The order was able to make several more scale suits, quenched in demons blood. Unfortunately the suits proved to be a curse. The ghost of Yallodocious the hag hunted down the wearers of the armor over the next 400 years, driving the order out of the north until the ghost was supposedly laid to rest in CY 7043 at great cost. All suits were destroyed after that, when their vulnerability to the hag’s mate was exposed. The guardians were then only a sacred band operating out of Northgate Garrison, in service to Merkaine. Without its northern support, the last of them left the wall in CY 7200. It is unknown what the fate of them was exactly, but one of their Lt’s was named Azrudur who was seen in north Umbak. He was supposedly killed by the Silver Talent knights and the last of the sacred hearth armor was taken. Rumors persist of the Umbakains attempt to wear it, placing it upon pages and squires and eventually discarding the last suit into a river in southern Dunstrand – somewhere in Bar-Innis during a foray whilst following “bandits”.
Motto/Saying: “The fire in the blood is my shield in the dark of night.”
Scale Mail armor (and coif) that is tinged red. The scale have burnt red edges on them – making them look menacing.
Posted on November 8, 2016 in Steel-Realms
>General Motto: “Death takes all.“
Quick Reference: Djerduth was once the “god of death”. A powerful demiurge which represents mortality, the cycle of life, frailty, passage of time, endings, and the cold dark emptiness of the void. ‘He’ was venerated only to ward off his presence, to appease his hunger, acknowledge endings, and little more. It is believed that this ‘god’ never had any presence at or in The Godspeak Accord or that it consciously chooses a side in regards to the Oath of the Day Watch. A few venerated him as the natural way of things, death not to be feared, but a passage to another time and place (this cult referred to him as the “Master of Passage”). As a symbol, his followers were everywhere – their mundane presence served as hospice and palliative care for the poor and weak. Actively, his symbol was the symbol for endings – endings of life as well as mundane acts; treaties, partnerships, relationships, etc. Ultimately all things fall to death, the priesthood would mark documents and other things with a symbol that meant “until death”. The specific signs/symbols of Djerduth vary by individual order and sect; Items in the Reliquary reflect general ideas associated with the Principal. The suppression of Djerduth has contributed to the rise of Restless Spirits of Helca.
Only oblivion is offered to followers – eternal peace if they so desire. Otherwise, most followers seek out some level of devotion to another ideal and their Afterlife.
Clergy and Aspect Fallen: There is no formal clergy per se of Djerduth any more – though some traditions carry on. The small number of his followers that were not corrupted by the power of the Lich Lords found their powers barely functioned. The traditions of death as a part of the natural order, and that death personified did care about the solace of the living, ancestor worship and commune with the spirits of the dead – these things still exist in a few remote places, true and pure, though nearly bereft of power. Death as the natural order moved the Green Church and Wyld Faith, as the Lich Lords sought nothing more than a stop to death and then to sculpt the perfect world that exists only for their desires.
The most famous follower of the god was Alonzho Spirit-Walker – He was renowned for his compassion and mercy and known to be able to walk the the Halls of the Dead to return with final messages from loved ones for bereaved nobles. The money gained would go tot the succor of the poor and dying.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which he seeks to have no part in.
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.)
Pilgrimages and Sacred Places/Places:
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.
Armaments of the Faithful: Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Posted on September 23, 2015 in Steel-Realms
Whelm the Protector; The divine Entity of Light principal of combat, protection, seeking & questing, readiness, obligation, defense, and patron of inspired soldiers. The dominant faith is “The Dutiful Protector”
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which the god plays a significant part.
Role: The Shield of the Lands of Light & Lightbringer; Primary foe of Sun-Stealer
General Motto: “The innocent need not fear when my shield is there.”
Whelm is a the son of Aerna and Mizras, and is, of the Lightbringers, considered the warrior of the common people, a protector of those who do not fight (defender of his mother’s servants). His is the light and warmth which burns in the night, and stands vigil against the darkness least the day never come. He is patron of guards, watchmen, and soldiers.
This deity has affirmed participation in The Godspeak Accord. They are part of the Unified Pantheon of Lightbringers and have many dedicated fighters promised to the Garden of Light in the afterlife. This place/order uses the Great Traveler (Light of the Careful Traveler) system for ensuring safe and successful passage of important followers, messages, and goods.
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.)
Pilgrimages and Sacred Places/Places:
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.
Favored Avatar: A relaxed strawberry-blonde bearded warrior with deep brown/bronze skin and his hound, with a minor limp, carrying an axe and wearing a copy of Protego – his white cloak* (with golden clasp) dirty around the hem and edges.
Armaments of the Faithful: Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth. Whelm’s followers are promised the greatest of all rewards. For their tireless defense of the weak, the innocent, and defenseless they are waited upon in grateful luxury. A simple life where the only fighting is the good hard exercise or practice. Sometimes the spirits of the followers are chosen to ride alongside the living, to experience the rush and exhilaration of combat, and deliver messages of encouragement to the living followers when time seems desperate.
Posted on September 23, 2015 in Steel-Realms
Ikribu the Maker; The divine Entity of Light principal of creation, strength, projects and planning, fatherhood and family, and patron of crafters and trade workers.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which the god plays a significant part.
Role: The Sword of the Light; Primary foe of Everdark; Father of the Lightbringers
General Motto: “The engine of creation never ends.“
This deity has affirmed participation in The Godspeak Accord. They are part of the Unified Pantheon of Lightbringers and have many dedicated fighters promised to the Garden of Light. The manifestations of technological creations at the Tinkers Hall is a deeply guarded secret, duplicates of everything are held by the archivists of the High Temple of Ikribu. This place/order uses the Great Traveler (Light of the Careful Traveler) system for ensuring safe and successful passage of important followers, messages, and goods. The city of Oerdney in The Kingdom of Gladnor is home to the High Temple of Ikribu.
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.)
Pilgrimages and Sacred Places/Places:
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.
Favored Avatar: a normal sized man wearing an apron, breast plate armor with tools and a large hammer who laughs at every opportunity, helpful
Armaments of the Faithful: Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth.
Posted on September 23, 2015 in Steel-Realms
Balthazaar the Law-Giver; The divine Entity of Light principal of justice, trade, fairness, preparedness, vigilance and safety, politics and hierarchy, travel, nobles, and patron to the Kingdom of Umbak.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which the god plays a significant part.
Role: The Lightbringer Flame that Dispels the Darkness; Primary foe of Gloom Bringer
General Motto: “Equity is the greatest good.“
This deity has affirmed participation in The Godspeak Accord. They are part of the Unified Pantheon of Lightbringers and have many dedicated fighters promised to the Garden of Light. This place/order uses the Great Traveler (Light of the Careful Traveler) system for ensuring safe and successful passage of important followers, messages, and goods. The specific signs/symbols of Balthazaar vary by individual order and sect; Items in the Reliquary reflect general ideas associated with the Principal. The city of Kolmodin in Umbak is home to the High Temple of Balthazaar.
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.)
Pilgrimages and Sacred Places/Places:
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.
Favored Avatar: a tall austere salt and pepper tall and broad, no armor, piercing gaze, long robe of perfect fit with stars winking on it and mists swirling in it, few words, shepherds crook
Armaments of the Faithful: Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth.