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.
Posted on September 23, 2015 in 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.
Posted on September 23, 2015 in 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.
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: 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
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.
Posted on September 23, 2015 in 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.
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 voice from the shadows only, cold presence, sometimes a 10’ black snake on the ground rearing up and speaking
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.