Posted on September 23, 2015 in Steel-Realms
Elancil the Unforgiving; The divine Entity of the Grey principal of chaos, storms, the sea, and memory; patron goddess of the vanished Sea-Kings and their inheritors – the island nation of Gwinn.
Role: Queen of Storms; Primary foe of order, predictability, persistence
General Motto: “Power rises from the churning of the depths.”
General Motto: ""
The modern age is heavily defined by the clash of faiths in the "Affray of Darkness and Light" - part of the The Calamitous History of The Steel Realms - in which the god plays a significant part; To this end, they HAVE affirmed participation in The Godspeak Accord.
They are an entity that reflects the powers of Conviction through Essence. This deity has affirmed participation in The Godspeak Accord. They are part of the pantheon of The Grey Way, but also are considered now to be a participant in the Church of Darkness. Elancil has never supported the Oath of the Day Watch. Elancil has some strange, limited capability of Violating the Godspeak Oath without repercussions.
Somewhere, west of the Seaborne Isles in the Thadrician Ocean is the prison-island of Elancil – Shanlehare – Where the goddess sends those who displease her who are without divine protection.
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 mess of curly long rainbow hair, yellow eyes, smells like salt air, crash of waves in the distance; predator; keeps a long dagger at her side and kelp whip
Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Chaos: High priests of Elancil uses Entrophy as part of their Rites to forever imprint her most sacred and powerful Sigil upon special followers.
According to the most ancient texts, there were 8 spirits that served the storm queen, that she gathered to her when she first came to the world of Helca to protect herself. These spirits were said to manifest an aspect of the storm, and be her first line of defense against powerful creatures from other worlds and the armies of those who would seek to destroy her. These eight spirits have been mostly written out of the histories of Gwinn and are found only in texts on the mainland. Those who venerate her as the Queen of Storms and other natural aspects are still said to have preserved shrines to these 8 spirits, who are her heralds on Helca. These spirits are mostly gone though from the faith of the realms. Their names are forgotten, and they are only known by the symbols that always were associated with them. They were said to oppose the Vannuun – the forgotten wind spirits of The Lords of Bronze.
Elancil was once a goddess venerated far and wide. When the Sea king Empire was laid low, she took on a darker aspect, more erratic and gruesome. Previously, the strength of the Sea kings was due to her pitiless demeanor – her abhorrence of weakness created a strong empire. At the core of the empire was the ancient litany. It is seldom heard outside of Gwinn these days, and it is said only the most militaristic of the Gwinnish nobles still adhere to speaking it at her mass. It is often referred to as The Creed of the Merciless Sea…
Tides will bring good fortune and bad
it is hers to know when and where
There will be days of bounty,
and others when the nets are empty.
The sea is the strongest of all things,
inevitable, swallowing, always hungry
The sea-mothers ire is fierce like a hurricane
just as her gentleness is like the calm of days
Those who prove their strength to her
will be guarded by the unending strength of her
her gaze goes where all water goes,
her breath brings wind, mist, and fog wherever all water goes
appease her not, and she will breath down your neck and your tears will be of salt
offer to her what the mother is due and her arms will protect you
but never ask for mercy,
your strength in her eyes is what you can hold
Posted on September 18, 2015 in Steel-Realms
Darupet (also known as Draffut) the Father, the Claw; The divine Wyld Entity principal of nature, fauna – animals and beasts, struggle, and life/fertility (male).
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: Primary foe of those who wish only to conquer and destroy and/or corrupt nature
General Motto: “The beasts of the world show the way of what is best, and foster the seed scattering upon which all life feeds.“
They are an entity that reflects the powers of Conviction through Essence. They are part of the pantheon of The Wyld Faith. This deity has affirmed participation in The Godspeak Accord. Even though this is true, he has been known to manifest to fight against those who would kill beasts en masse without thought and corrupt or lay waste to the land of Helca itself. Darupet is a central figure in the Oath of the Day Watch. This group is instrumental in the project of Reclaiming the Wyld. His aspect is part of the Shadren faith as well. Darupet is in touch with all animals at all times and has an ongoing Eyes of Darupet effect.
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.
Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
cults: predator/prey, strength, cycles, balance, virility
There are some obscure texts that link the Bestial Urges of Rastillion’s Diabolique (Malificent Minorus) to the faith – their origins in forbidden explorations by corrupted druids.
Posted on September 18, 2015 in Steel-Realms
Gaia the Mother, the Branch; The divine Wyld Entity principal of nature, flora – plants and fungi, struggle, and life/fertility (female).
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: Primary foe of those who wish only to conquer and destroy and/or corrupt nature
General Motto: “The plants are the seed of all sustenance, without which all else is without life.“
They are an entity that reflects the powers of Conviction through Essence. They are part of the pantheon of Wyld Faith. This deity has affirmed participation in The Godspeak Accord. Even though this is true, he has been known to manifest to fight against those who would kill beasts en masse without thought and corrupt or lay waste to the land of Helca itself. Gaia is a central figure in the Oath of the Day Watch. This group is instrumental in the project of Reclaiming the Wyld. Where her will is manifest, so are the sacred Dryads of the wyld.
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.
Follower 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 green skinned woman with a flower coronet, hair like wheat, eyes like earth, warmth in her presence
Typical Elemental Divine Weapons; More powerful Magic/Mystic items are typically Singularly Bound if not Institutionally Bound.
Posted on September 18, 2015 in Steel-Realms
Celestine of the Steel Realms the Uplifted, those given divine insight; The demi-divine principals of inspiration, knowledge, blood and power that emphasize a Gestalt approach. Their many Celestials children are much more human like. They are known to ally themselves momentarily for common cause with many of the gods of Helca. Routinely, they collaborate with Mitrabraeth the Giver – an Angel of The Radiant Spirit of the Lightbringers.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which the entities play a variable role.
Role: The Uplifting Beyond Light and Darkness; Primary foe of the Unholy Trio and opponent to the Lightbringers who would rule over humanity, Ally to the wyld, abiding hatred of the Lich Lords and undead.
Because of the divine nature of the Lich Lord’s Cold Bargain, any undead in their service can be detected with Sense Grace.
Motto: “The Striving for Knowledge is Divine”
Known as ‘The Celestine’ these entities are sometimes referred to as demigods or godlings. Also referred to as ‘Dark Angels’ (a reference to the black wings many can manifest – though this causes an association of them with the Dark Church so such references are not encouraged), they are from a time before The Blood of Saemon and have persisted since then. Little is truly understood about these older powers – even though the earliest record legends of any veracity mention them and others by name or name variants repeatedly. It is unknown exactly what powers they do possess, and gods themselves or not. The gods of light and darkness have long since usurped any preeminent status they may have had and proven that their power seems stronger (although not enough to rid themselves of them). These entities have never truly had an extensive formal Institution of Faith, except in regional areas related to the tribes they once led. The High Celestials/Ascended Celestials came in the before-time. There are only about 20 now, but once there were hundreds. Over time, their ranks dwindled as they clashed with each other, and heroes among the Nakrian tribes rose up to throw off their rule. Then came the Blood of Saemon, in a great exodus from their dying world. Far to the north, they brought with them some of their enemies; monsters of which most are now dead. From their place, the three gods of darkness came (Everdark, Sun Stealer, and their sister Gloombringer), pursuing the people of Saemon and appearing to ascend to a new moon in the sky, now named “The Interloper”. Massive was the war raged between the Blood of Saemon and Unholy Trio and their Orrish minions. Hundreds of thousands died, perhaps millions in the battle of the Valley of Sighs. The Celestials fought against the bringers of darkness, though not for the Blood of Saemon. Seeing the devastation, unable to reach the gods of their world, the great mystics of the Blood of Saemon summoned the Grey Host and Lightbringers. Aerna (mother and hearth maiden), Ikribu (the maker, the patriarch), and Balthazaar (law-giver). Three of light to match the three of darkness. By now, the reek and aura of death was stealing over the world. The Celestine entities on Helca never agreed to The Godspeak Accord. 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.
Duality: Within their own culture in their place of origin, once it was taboo to directly manifest, to step back from the immortal world of the divine back into the physical world where the ravages of time are felt acutely. Their adoption of a bestial duality kept their perspective anchored in the iVerse, but their presence free to roam as the divine essence it had become. All possess a deep seated belief in the fundamentals of the great primeval duality expressed by many esoteric traditions of Helca. Although few worship them openly, their ancient shrines and holy places remain active – for nearly all know of them and venerate to some extent out of tradition, this is even encouraged by the Green Church.
Schism: There are several “demons” among the celestine outlook. Unlike others, those considered demonic are considered lacking; they are bereft of some quality and are said to be possessed by ‘baa’ which seeks the life force of others in some way (usually in the drinking blood or consumption of flesh) – they seek not those to venerate them, but to consume and feed their own power at any cost. They have no formal clergy but are strong enough to reward those who sacrifice in their name individually. Among these are Shezmu (of the Outer Dark).
Sphinx Blood: Assume all full blooded first generation Celestine of Helca have shared in the Blood of the Dream-Sphinx and have associated powers.
Ascendant Doctrine: The Celestials all believe that all life is a passage from one from of existence to another. Their promise is that in following them, they will guide the way to the next ‘house’. Each stop on the passage to god-hood is seen through the metaphor of dwelling in a house – and that they themselves are living proof of the ascendancy of the soul.
Pools of emerald green mark the way through the Amenti/underworld (duat). It conforms to the standard Afterlife processes and manifestation.
Core Principles and Goals:
Common Covenant/Tenets: What values, observances, vows and activities will all those of the faith have? An oath of loyalty and service to the community is usually exacted. All celestials stress individualism, self-reliance, discipline, the search for knowledge and experience, testing the limits and proving oneself, cleanliness, and pride.
Finding Faith – Discovering and cementing the faith/follower relationship:
> [Initiate] Trials: These are trials that a character may be part of in order to prove their bond to their faith.
The Green Church, Animal Archetypes, and Darupet.
Ezrilus
Delleth
Posted on September 18, 2015 in Steel-Realms
>Motto: “Within nature is found all opportunity, bounded by what it deems appropriate to each species – live naturally in all things.”
The Green Church believes that while there may be temporary balance and shifts in it, the natural state of the world is predator and prey for such species as humans and the role of the church is to advocate for the long term balance as part of a thriving ecosystem. Those subscribing to the Wyld Faith sees this relationship and themselves and nature as the predator and corrupt and unnatural civilization as the prey – looking to cull the weak and diseased.
Duat Heka – House of the Dead is a common knowledge to the inhabitants of Helca. All know it as the doorstep to the afterlife – though it is portrayed in different ways by different faiths. Its name is written in different cultures as Death’s Cathedral, Hall of the Dead, Souls’ Passageway, Archway of Light, House of the Dead, the Greathall of Souls, and others.
Because of the divine nature of the Lich Lord’s Cold Bargain, any undead in their service can be detected with Sense Grace.
The Druids of the Wyld Faith are guardians of the sacred spaces – Briarwoods and Beastwoods. These are also fortifications for them and the Wylde Horde. The Fellowship of the Green Chain are NOT part of the collection of the Druids of the Wyld – they exist as independent operators and have no interaction with the Green Church/Wyld Faith.
The faith of claw and branch is the heart of naturalism in the Steel Realms. It consists of primary divine entities, animist spirits of all kinds, and local demi-gods of the natural elements. Duality is key to nearly all aspects of the naturalist faith. Aligned with this is the Faerie Faith in the Steel Realms.
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 Wyld: It conforms to the standard Afterlife processes and manifestation. All the followers of the pantheon powers believe in the general “Return to the Wyld” in the afterlife. The ‘wyld’ is a place of startling natural beauty and breathtaking events where game and food is abundant, life thrives in an unending cycle, and all predators and prey alike are blessed with the forgetfulness of pain and violence. Nature provides all bounty, and the followers wander its endless path alone or with loved ones, engaged in crafts, cooking, brewing, etc. and all social and personal needs are met. The Wyld has endless valleys, crags, lakes, and lands with their own local
The Green Church is the organized branch of a formal Institution of Faith (within civilized places – towns, cities, etc.). Green church interfaces with modern civilization directly. They advocate for a balance and safe access to with careful managed resources. The entities of the Green Church/Wyld Ways all agree to abide by the Godspeak Accord. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and Institutional Ranks alike.
Those who live in the wilds away from civilized places (rangers, druids, etc.). They advocate for nature and preservation of wild uncivilized spaces. It is civilized populations that need to be managed, not natural resources, in their view. There is the full pantheon of Wylding Entities, but there was also a time before Claw and Branch, the “Time of Above and Below”, of “Sun and The Dark” – when the Elemental Dualities were the primary Wyld Entities alone on Helca.
Core Principles and Goals:
Common Covenant/Tenets: What values, observances, vows and activities will all those of the faith have? An oath of loyalty and service is usually exacter.
The Life Loop (common the Wyld Faith) is a symbol that represents life is a cycle – birth, conflict, development, age, and death. All phases are natural and promote the greatest diversity and greatest opportunity to excel and express themselves.
Universal Pilgrimages and Sacred Places/Places:
Finding Faith – Discovering and cementing the faith/follower relationship:
> [Initiate] Trials: These are trials that a character may be part of in order to prove their bond to their faith.