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Delleth (Guide of the Seekers)

Posted on November 2, 2020 in Steel-Realms

Steel Realms

>General Motto: “The path to knowledge is reveals as much as knowledge itself.

Quick Reference: Delleth is a Divine Principal associated with ___ ; 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 ___.

Promise of the Afterlife

The deity himself offers no Afterlife to followers, instead charging them to see their own path among other options.

Delleth is an old demi god, god or great spirit from the mists of time. It is most often cast as a man, but also has a strong feminine association throughout history. Most often, Delleth is a patron of those seeking knowledge. The deity is often depicted as standing astride a crocodile, facing east. In truth, each of the cardinal points has a visage/Avatar for Delleth. There is no record of this god being present for The Godspeak Accord. Though no formal recognition of the Oath of the Day Watch, adherents to Delleth support it. Adherents of Delleth possess a deep seated belief in the fundamentals of the great primeval duality expressed by many esoteric traditions of Helca.

Delleth is also sometimes seen as the companion to Ezrilus.
Delleth is rumored to be associated with The Horakhty Heresy.
Delleth’s adherents are known to see The celestines and

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which he seeks to downplay his part in.

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:

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

About/Chronicle of Delleth

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

Obscure Knowledge / Near-Impossible Difficulty

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

The origins of the Essence of of this divine being are shrouded in history before recorded time. Delleth is thought to be a proto-human, of a Higher Order through sheer self-will and achievement. Those who record such things mark its appearance as the god Delleb of Oerth. His material body was destroyed by the Unholy Trio of Oerth, and his Essence transported through space and time – given birth into the vessel that would become Odin. Once it was done with that age of gods, it once again moved himself through space and time, re-manifesting as Delleth, Guide to the Seekers (of the Steel Realms), in order to work with the Celestine entities of Egypt that had fled to Helca, and their plan to elevate its inhabitants. This ‘god’ is a singular strange entity known to rival and have many of the properties of the Great God manifestations of one of the Greate Ones.

See Campaign Events of Ancient Futures – A Light Rekindled, for a full timeline.

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

Mog Creoch – The Devouring Wurm

Posted on February 13, 2018 in Steel-Realms

Steel Realms
Mog Creoch The Great Worm; The Numinous Worm Spirit; “All-Swallower”, “All-Consumer”; Invoked to impose natural order of death, cycles and seasons, endings, and The Dead. One of the many Void Worms of Cromfeár, the great Ur-Worm.

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.

Role: The Eater of the Dead/Devourer of All; Friend to none, foe only to the undead

>General Motto: “All will be consumed.

Symbols: BROKEN Life Loop / Loop of Life > Life is a cycle to be escaped! It is a chain.

Uorfek of the Loam is also associated with Mog Creoch. 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 ___. It is part of the Shadren faith as well.

Bale Fire Eater: When necessary, to remove the worst of the effects (though it has not been employed in recent times), the power of Mog Creoch – the great devourer – is used to consume the Bale Fire. Only the Davrosian Order of druids can control the great devourer to accomplish this.

Mog Creoch has decidedly not affirmed participation in The Godspeak Accord. Whie it is concealed from most, druids of Mog Creoch are instrumental in the project of Reclaiming the Wyld. Lands too far corrupted will be consumed and excised for a speedier recovery.

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: It is said that the Devouring Spawn of Mog Creoch are its children or avatars.

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

Rite of Endless Voices Rite of Eternal Rebirth (Wild Rite)

When Djerduth was the death “god”, it personified all aspects of death, with purpose. The unreasoning worm Mog Creoch is much easier to trade for power, and the “followers” of it are rarely more than those seeking personal power from a source that generally could care less the type of individual that serves them, as long as the outcome is headless bodies, sundered corpses, spilled blood, the smell of rotting flesh and food for worms. These things are pleasing to it.

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

Whelm, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

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.

  • The symbol of his order is a kneeling warrior, in white armor on a scarlet field, sword sheathed, shield raised and fending a blow from a black arm wielding a black sword. For a quick stamp, his symbol is a crossed hammer and sword over a shield.

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.

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: 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.

Offerings:

  • Average:
  • Major:
  • Extraordinary:

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.


Rites of the Faith

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

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Ikribu, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

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.

  • The symbol…

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.

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: 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.

Offerings:

  • Average:
  • Major:
  • Extraordinary:

Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth.


Rites of the Faith

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

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Balthazaar, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

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.

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: 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.

Offerings:

  • Average:
  • Major:
  • Extraordinary:

Afterlife: The afterlife promised to the followers of light is the Home of the Safe Hearth.


Rites of the Faith

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

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