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The Witch of Dwindor

Posted on May 9, 2019 in Steel-Realms

Steel Realms

@RP Impact:

For as long as recorded memory of Dunstrand Vale, there has been mention of The Witch of Dwindor Swamp. Some believe she is an ally of the fallen Sea Kings. Others believe she was a creation of the Bronzemen. That she existed before both is paid no attention to. Many theories abound, but little is known of the enigmatic figure which is bound to the territories of Dunstrand. Her reach extends no further, but as the self appointed guardian of Dwindor Swamp, she is a demigod in power. She has not affirmed participation in The Godspeak Accord. The creatures of the swamp are her senses. It is said she wanders the roads sometimes, an old crone with a crow. She has come to the aid of Dunstrand several times in its history, but also has she attacked, harassed, and slaughtered its inhabitants. She keep council with none and her motivations are hidden in the mists of the swamp. The Orrish of Dwindor Swamp consider her a goddess, and venerate her directly. Her power seems absolute in Dunstrand Vale, she and her servants draw strength from the very air, water, and land. Her supposed wickedness is legendary… the portrait she paints is one of evil and selfishness.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which they seek to have no significant part.

Dwindor has a life of its own, extending from the Nanford River Mouth (though in truth to the sources of the river), along the shores of Bar-Innis, Richfield, and even West River Run, through the Scar Flow and the borders of Tarmysia. There are things buried in Dwindor of great power – things which cannot die, and yet must forever lie. It is thought The Witch of Dwindor Swamp can control some of the effects and creatures encountered in Dwindor.

Peoples Reaction to Her Agents: The people will be fearful of her presence/symbol. They know the witch is a two edged sword, and the presence of one of her agents/adherents brings a lot of anxiety. The farther away from Dwindor, they will fear it less and see it more as something they can mock and attack.

>Motto: “.

Promise of the Afterlife

It conforms to the standard Afterlife processes and manifestation.

Testament to Faith

This is for the generalized aspect of the faith, not individual deities, cults, or institutions.

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.

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.

  1. Affirmation of Authority
  2. Affirmation of a Vow

Common Practices and Customs

This is for the generalized aspect of the faith, not individual deities, cults, or institutions.

Nerislin the Seeress

For Millenia, the figure of Nerislin claimed the title of the witch, and was very active within the Vale of Dunstrand. She has many enemies, and was known to show mercy on upon common folk with common names and blood. It was said she would deliver dire warnings to many of the common folk, helping them avoid broken bones, fires, and accidents of all natures. She is known to be one of the Witch-Seers of Volgadas.

Past Witches of Dwindor

  • Eozrin – the first
  • Neerislin the Seeress
Realm's Aptitude Powers: Divine, Occult, and Psychic

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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

Merkaine, Lady of Fire (summer)

Posted on December 4, 2017 in Steel-Realms

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.

Lady of Fire

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.

Aspects Known/Common Associations

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.)

  • 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: 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.

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 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.

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

Orders, Sects, Cults

Flickering Flame

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!”

Hearth Fire Guardians

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.”

Hearth Fire Armor

Scale Mail armor (and coif) that is tinged red. The scale have burnt red edges on them – making them look menacing.


D20 Hearth Fire Armor
Demon Armor; Scale Mail (not plate). The armor has a Resilience of 3 and absorbs 1 damage per dice of flame damage from any damage done to the wearer as long as a living person is wearing it. The wearer can spend 1 point to be able to see in any form of darkness (magical or not) for a round, as a Reaction. It also allows the wearer of the coif to sense demons when within 100m – including number and general power (HD).
Incarna Core Hearth Fire Armor

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

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Djerduth the Lord of Death

Posted on November 8, 2016 in Steel-Realms

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.

Promise of the Afterlife

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.

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: Sickle

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

Rite of Endless Voices
Realm's Aptitude Powers: Divine, Occult, and Psychic

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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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