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Aerna, goddess of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Aerna the Mother; Aerna is the divine Entity of Light principal of home and hearth, motherhood, family, rest and recovery, weaving and cloth-making, and patron of healers. She is one of the four chief deities of the Lightbringers, directly opposed to the bloodthirsty and conquering Unholy Trio and the forces of darkness. She is the ultimate symbol and personification of the softer image of motherhood. She is not a warrior, but a healer, and embraces self-sacrifice and non-violence. Her dominant church is that of The Tender of Hearth and Home” and promises her followers (like all those of the Lightbringer denominations) the afterlife of the Home of the Safe Hearth. She is, next to Gaia, the most popular god of the Steel Realms. Those seeking to become her Follower should see the Characters of Faith for the Steel Realms.

Symbol: Her symbol incorporates the universal symbol of peace, the white bow. It is the golden rope loop with a white bow. The loop is “Aerna’s Pity”, that entitles its bearer a safe place on a penny hang (it secures the wearers head/shoulders off the floor in a common room).

General Motto: "The tended hearth is a happy home."

Favored Avatar: A matronly mother, calm and always smiling, red hair, brown eyes full of mercy and a crown of light.

The modern age is heavily defined by the clash of faiths in the "Affray of Darkness and Light" in which the goddess plays a significant part; To this end, they HAVE affirmed participation in The Godspeak Accord.

Role: The Bright Balm of Light; Dispeller of Fear; Restorer of Health; Mother of the Lightbringers


The Struggle with the Dark: They are part of the Unified Pantheon of the Lightbringers and have no followers dedicated to the Garden of Light – though those desiring to look after their sons, brothers, fathers, etc. go to tend the hearth of the kitchens that provide their sustenance.

Safe and Secure: 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.

Healing the Land: The planet of Helca has endured much destruction, in multiple eras. Her clergy is instrumental in the project of healing the land and Reclaiming the Wyld.

A Bulwark Against the Lich Lords: It is well known that the powers of Merkaine and Aerna work best to fight against the cold death of the Fangedfrost and servants of the Cold Bargain of the Lich Lords.

Home and Happiness: The Principality of Rhylan in Rhyl is home to the High Temple of Aerna. Despite her greater association with the wyld elemental faith, the great spirit of Merii is often called the ‘Handmaiden of Aerna’ – her singing in the halls with Aerna’s High Priestess of the Hearth Home temple is legendary.

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

Sun Stealer, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Sun Stealer the Violent; The divine Entity of Darkness principal of darkness, chaos, combat, violence and individual power.

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 Rage-Maker; The Conquering Darkness; Primary foe of Ikribu, Balthazaar, and Whelm

General Motto: “Never stay the same, unpredictability is the seat of power.

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 Darkness, The Unholy Trio. Sun Stealer brought forth the power of the Bale Fire which lead to the Bale Times and the horrific event of The Sundering. Sun Stealer’s servants are often found making a Blood and Souls Offering to summon volumes of Creatures of the Inner Dark augment numbers and spread terror. All summons by servants of the Unholy Trio are empowered by Abzu’s Night and its dark compact.

Summoned The Queen of the Screaming Lands when he rose a horde of demons to try and take control of the lands of light – starting in the south with the Empire of Synedcia. It was his intent that she seduce and manipulate the lords of the far western reaches of the southlands, whilst his horde march towards it. He is part of the Shadren faith as well.

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: black skinned above the waist, pale white below. White-golden hair, flashing angry blue eyes, always armed with heavy sword or axe, gritted teeth, angry, tense

Minions and Servitors

All Fiendish (demons, devils, etc.) minions and servitors summoned to the realms operate under a minimum of the Simple Compact of Dark Shelter. Because of this compact, all fiends, no matter who summons them enjoys the same benefits.

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

Bale Fire Shard

Kaleidoscopic Staff/Bale Fire Shard

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

Gloombringer, goddess of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Gloombringer the Deceiver; The divine Entity of Darkness principal of mystery, darkness, and shadow; Also known as Gloom Bringer, and The Encroaching Darkness.

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

Role: The Shadow Binder; The Caster of Long Shadows; Secondary foe of The Lightbringers (mysterious motivations)

General Motto: “None can see what lurks between light and darkness.

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 Darkness. She has many names and faces. Gloombringer stole the water of the dark [abyss] from the thoughts of primordial Kauket to help form the Curtain of Night. Gloomfader’s servants are often found making a Blood and Souls Offering to summon Creatures of the Inner Dark for personal gain. All summons by servants of the Unholy Trio are empowered by Abzu’s Night and its dark compact.

Also known as Black Mother by the Goblin priests in her service as part of the Shadren. She is said to cast an field about her which suffuses the locale she is in with a Glooming, wherein sparks and motes of the Glooming flit and dance, enervating the living that get too close.

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 voice from the shadows only, cold presence, sometimes a 10’ black snake on the ground rearing up and speaking

Minions and Servitors

All Fiendish (demons, devils, etc.) minions and servitors summoned to the realms operate under a minimum of the Simple Compact of Dark Shelter. Because of this compact, all fiends, no matter who summons them enjoys the same benefits.

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

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

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Everdark, god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Everdark the Destroyer; The divine Entity of Darkness principal of discipline, power, dominance and darkness

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 Walker Among the Dark; The Consumer of the Light; Primary foe of Ikribu, Balthazaar, and Aerna

General Motto: “Darkness will have dominion over all.

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 Darkness, The Unholy Trio. Everdark is chief among their number. IT is his ambition, focus, discipline and drive that unite the Unholy Trio. He developed the Ritual that contained the dark abyss of Kauket – stolen by Gloombringer – into the Curtain of Night to protect his chosen people of the Orrish from the Sun-Bane of Helca. Everdark’s servants are often found making a Blood and Souls Offering of light dwellers to appease the entities of the The Dark Rift/Outer Drkness that power the Curtain of Night. All summons by servants of the Unholy Trio are empowered by Abzu’s Night and its dark compact.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which he plays 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: always half in shadow, wears a black leather mask, gauntlets, boots and has a grim stare, black slim sword, massive chain hangs around his neck – each link a god he killed on a world called Greyhawk (14)

Minions and Servitors

All Fiendish (demons, devils, etc.) minions and servitors summoned to the realms operate under a minimum of the Simple Compact of Dark Shelter. Because of this compact, all fiends, no matter who summons them enjoys the same benefits.

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

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

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Mizras, war god of the Steel Realms

Posted on September 23, 2015 in Steel-Realms

Steel Realms
Mizras the Victorious; The divine Entity of the Grey principal of combat, war and battle, tests, victory, initiative and action, and patron of inspired warriors. Mizras is part of the pantheon of The Grey Way, one of the four entities of the informal ‘Grey Church’. Mizras has commanded his followers to tentatively support the Oath of the Day Watch – if darkness wins, there will be no noble glory in combat. The Steel Realms is a glorious place for Mizras, his followers have a seemingly never ending means of testing themselves against the minions of the Lich Lords and Unholy Trio without being especially disruptive to rest of the civilized lands.

Symbol: Mizras has the greatest number of different symbols in the Steel Realms – all based on conflict and war. The most common symbol is a crossed hammer and axe on top of a shield.

General Motto: "The highest glory is found in conflict, true heroes arise only from this."

Favored Avatar: A armored tall warrior with the sun blocked, but its rays coming around them. A deep voice that echoes from within a full helm. No skin can be seen, only armor, a weapon in each hand.

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; To this end, they HAVE affirmed participation in The Godspeak Accord.

Role: The Hammer of the Unyielding; Primary proponent of violent striving and contests; the banisher of defeat and fear.

Beryllide armaments are highly prized by the followers of Mizras. At one point, though not for centuries, the warrior followers practiced the speech of “Cutglib“.


Glory is All: The Forge of battle is the only way true heroes are made. We will only be remembered for our battles and our victories. History is replete with forgotten losers. If one must die, die gloriously!

Unyielding: There is no surrender.

Victory at Any Cost: The concept of a ‘fair’ fight is ridiculous. It is pointless to die on the hill of ‘fairness and equality’ – better to drown in the bloody river of victory. Let me die Lord of Battles, that with my last breath, I may smite my enemy unto death!


Rites of the Faith

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

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