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Post by Surreal on Aug 18, 2017 18:19:58 GMT
Vadriphose God of Gods, Lord to All
Symbol: Two Gauntlets Grasping A Greatsword At The Middle Of The Blade Alignment: Lawful Neutral (LN) Portfolio: Law, Nobility, Supreme, Creation, Balance Domains: Knowledge, Protection and Strength Favoured Weapon: Noble Rule (Greatsword)
Breakdown of Religion: The God of Gods, it is he who represents ruling over others in a manner, which holds the law to the letter. He is the creator of the world and subsequently the one who watches over it, seeing that the scales of balance are never tipped too much in one direction. His desires are that those in power will rule with wisdom in an orderly fashion. Those deemed to be unworthy would be quickly removed and replaced with those loyal to the Lord of All. His methods of seizing are quick and efficient, accomplishing this through means in which, good or evil are irrelevant in deciding the method. For to him, it is the end, an orderly world that matters, not the means. Rule with nobility, or be ruled under his.
Additionally, Vadriphrose is revered by all other gods, and is considered to be neutral in most outside conflicts. As a result, his temples will never be harmed during a battle sponsored by a particular religion, in the event his clergy happen to be within proximity of the staging area. However, if any of his followers get involved in the skirmish, then they forgo their neutral status, having their lords permission to be killed for their choices if it comes to that. For part of the wisdom of a ruler is to know when and when not to get involved, a lesson that is sometimes learned harshly, even among his own.
Clergy: Priests of Vadriphrose normally work in close proximity to rulers of various countries, cities and towns, freely giving advice to those in power. Their help is very rarely turned down, for matters of state are the bread and butter of a cleric of Vadriphrose, and it is more then certain that they are experts in the field. They view themselves as teachers and mentors for those who mean to rule.
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Post by Surreal on Aug 18, 2017 18:20:18 GMT
Vastur Lord of Knights
Symbol: Kite Shield of Pure Silver Alignment: Lawful Good Portfolio: Honor, Chivalry, Loyalty, Valor, Justice Domains: Protection, Good, Healing, Law Favored Weopon: TruthBringer (Longsword)
Overview:
In the era of Melaguant, Mel"Heron was befelled in what was called the Dark Babal.The gods of the time (Vadriphros, Thrungreedia, Sepharin, Spelldar, Chaosmos, and Dlam) were brought down to the state of mortals. Siding with man and the other races fighting against Melaguant they were able to beat back his forces and reclaim their status.
Vastur was one of these mortals, a knight of unknown lineage now, lead his fellow knights against MelaGuant in that final battle. When it was over he and what few knights remained saw to the safety of the gods. They brought them far from the sight of the battle, tended to their wounds as they could and sat in protection of their slumber. For 1000 years they sat until the gods awoke. Vastur was still alive, his own valor and sense of duty never wavered. In reward for his service and unerring ideals of knighthood the other gods brought him with them in their ascension to godhood. He became the Lord of All Knights, a perfect example of what it means to be one. He also is the keeper of the law. Both those of man and of gods.
The religion that spawned has held to the ideals of knighthood and its virtues, only those who have strong will and determination ever join the ranks of the temples. Based on these virtues and not so much a religion it has always remained one of the smallest churches but one of the most respected and revered.
The Virtues of Vastur:
Liberality, Honor, Good faith, Glory, Unselfishness, Pride, Courtesy, Bravery, Loyalty
While these virtues outline Knighthood, followers of Vastur all try to live up to these standards. Abide by the laws, and respect the laws of other cities and cultures. Worshippers pray daily, they must tithe at least 5% of their income, must perform one selfless act of kindness, and always help those in need. Most importantly they must obey the law!
Clergy:
Clerics of Vastur and the knights are closely related, the main difference being where they are stationed and their task. Those that stay in the temples are considered Priests, those in field are considered Knights. Since this can change at any given time all are usually called Knights of Vastur. Within their own ranks there lies a complex hierarchy, divided into church, region, and order. This has become more of way of identifying where knights are from, and used as a show of respect, more then as actual representation of rank. Especially to those outside the church.
Each member swears an oath to uphold the ideals of Vastur unto death. Each sect has its own versions and placement of the virtues but all hold them steadfast. For those that falter in their duty and their virtues there is always compassion and the chance of redemption. For those who blaspheme them and turn their backs completely death is the only recourse. Death before Dishonor.
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Post by Surreal on Aug 18, 2017 18:20:37 GMT
Ra'Ma Light Bringer, Lord of Light, Sun Lord
Symbol: A golden, glowing sunburst Alignment: NG Portfolio: Daylight, the Sun Domains: Air, Fire, Sun Favored Weapon: First Light (scimitar)
Breakdown of religion: The sun lord is a blessing and necessity over most lands (save for places like Silverdune, where he is hated for obvious reasons). It is said that he does not only have power over the sun, but is the sun itself. However, bringing life to the land is not nearly as important to him, as is protecting it. While in general being a god that represents goodness for various causes, and is known to get involved in driving evil away from everything his ray’s touch, his specialty lies elsewhere. He is the bane of darkness and undeath first and foremost, from zombies to ghouls, and even the Drow themselves. The means used to combat them do not concern him in the least, weather it be done in an organized assault or a chaotic mob. It is his will that the land be pure of those created of evil or the abominations from below the surface that seek to harm his children of the light.
Clergy: Clerics – The common peaceful priests of the cloth concept does not apply here. Every priest and priestess of Ra’ma is trained in the arts of battle. They learned long ago that the undead do not reason peacefully, thus they are all prepared to smite on sight. Even if many of them do not go out and actively seek undead to destroy, they are all ready to defend and protect their home from it. When not in battle, they clerics do their best to educate the people about Ra’ma and what measures they can take to stand up against the darkness.
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Post by Surreal on Aug 18, 2017 18:21:12 GMT
Thorne Lord of Battle, Battle Lord
Symbol : A Flaming Battleaxe On A Blood Red Star Burst Alignment : Neutral Good (NG) Portfolio : Battle, Courage, Warriors, Strength Domains : Good, Strength Favored Weapon : Warriors Might (Battleaxe)
Breakdown of religion:
While Vastur is the Lord of Knight, thus representing what noble warfare could bring in men hearts, Thorne represents the more wild side of the battle, made just of courage and strength. It's for this difference that Vastur finds his most loyal adepts amongst more "civilized" settlements, while Thorne rules over the harsher lands, where courage and strength are the only means of survival. Temples of Thorne are likely found on the verge of human settlements and in the majority of dwarven halls, and generally where strength in battle is kept in high regard. The battle and how you fight it is all important, this is that major difference from War were there are no rules. Those who worship Vulcrane often disagreed with the less blood thirsty Thornites.
Clergy:
Thorne clergy is split in two main bodies:
Battle priests (Clerics): individuals whose skills are to aid the believers in times of warfare, mainly by buffing their forces and supporting the front lines with combat magic. They represent the core of Thorne's clergy, forming about 70% of the hierarchy. They resort on healing spells only by the use of spontaneous casting, because they almost never memorize curative spells. The most capable can become Battle Bishops, which forms the inner circle of the clergy. There can be only 20 Battle Bishops, and amongst them a Prime Minister is chosen as the True Voice of the God.
Holy Warriors (Paladins): individuals whose strong faith is only surpassed by their melee skills. Unlike the battle priests, though, their bounds with the god are not so developed as their fighting abilities. On the battle fields, they are at the front line, inspiring the true believers with their courage and prowess. They are the elite army of the church, always ready to face whatever foe they are aimed to. It is unusual to see roaming Holy Warriors, as they tend to stay to the temples or go to where the war rages most furiously.
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Post by Surreal on Aug 18, 2017 18:21:41 GMT
Aushkia Lady of the Pure
Symbol: Blue eye shedding a single tear. Alignment: LG Colors: White, Blue Portfolio: Healing, Mercy, Suffering. Domain: Good, Healing, Protection. Favored Weapon: None
Description of the church: The church of Aushkia is perhaps one of the most widespread faiths throughout the world of Mel'heron as health is an important part of everyone's life. The church itself is mainly dominated by females, however, this is just by coincidence and the church welcomes male followers as well. The church is divided into two main sections. The clerics and the paladins. The clerics make up the largest number whilst paladins of Aushkia only make up roughly 20% of the church.
Role of the Church in the community: The clerics of Aushkia act as healers, fighting off plague and sickness, tending to peoples wounds and providing protection to those in need. The paladins of Aushkia take a more active role, seeking out the causes of disease and bringing them to an end, searching for the impure and leading them onto the path of redemption.
Description of the temples: Temples to Aushkia appear in all parts of the world. Even the most sinister of towns will often allow a temple to be constructed there. The temples themselves are usually not as grand as those of the other gods. Each temple has a main area of worship which has some body of water representing the tears of Aushkia. Branching off from the main area is a small room protected with wards against evil wherein the clerics can call forth extraplanar beings for counsel and aid in times of need. The temples also provide beds for the sick and sanctuary to those in need. Temples of great size sometimes have wards against combat inside the temple walls.
Relations of a priest to the temple: The clerics of Aushkia most often live in their temple where they can be there to tend to the wounded. Those that do not live in the temple are always situated close by. Most paladins also live near or in the temple, acting as guards. However, paladins are the most likely to be out of the temple and moving around.
Church hierarchy: The Cathedral of Purity rests on the mainland and is the heart of the Aushkian church. Here resides the Council, always a trio consisting of a man and two women. The council keep in contact with all the temples, keeping watch for any outbreaks of plague and disease, sending assistance to those temples that require it. The Cathedral also acts as a school, providing training in the healing arts. The ranks of the church are (cleric/paladin) acolyte/initiate, deacon/purger, purifier, priest/righteous purifier and high priest/holy purifier. After achieving high priest/holy purifier there is a chance the cleric/paladin will become a white maiden/blue saint. This faction of the church is comprised mainly of the champions and headed by the chosen. They are dotted around the land at their own temples much like any other member of the church however in times of need the council will call them to gather and purge the area of whatever ails it. The chosen of Aushkia will head the group at these times and then return to traveling from temple to temple across the lands. The saints and maidens also bless items with divine magic which the council then distribute among their temples.
Attitude toward demons, devils and evil gods: Although a good deity, she is not out for smiting down evil. Aushkia shows compassion and thus finds ways for evil to be redeemed rather than destroyed. Demons and devils are frowned upon for their intent to hurt. As such they are never ever summoned and are most often banished if encountered. Aushkia's nemesis is Bythola, the plague witch. She is everything that Aushkia strives to purify.
Attitude toward war: Most clerics of Aushkia are pacifists to some degree. They frown upon war as it results in many casualties. They will aid the wounded but will not be on the front line destroying the foe.
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Post by Surreal on Aug 18, 2017 18:25:26 GMT
O'Ma Moon Maiden, Silver Lady
Symbol : Woman Dancing In The Moonlight Alignment : Neutral (N) Portfolio : Night, Moon, Dancing Domains : Good, Healing, Protection Favoured Weapon : Night Dancer (Rapier) Detailed Account Goddess of the Moon, Night and Dance.
Ra'ma is her twin brother and daughter to Galatus, God of One and all (former god of the Sun and Moon). O'ma was a carefree Goddess before the death of her father her only cares were dancing under the moonlight and her small following. Since she has taken the mantle of Lady Night she has taken on a much bigger role in the Planes. She deeply cares for her followers and tries not to govern them as much as the other gods. She feels mortals should have to figure somethings out for themselves and she act as the light in which to guide them. She is very passionate about doing whats right, this maybe the reason her churches are involved in battling the forces of evil.
O'ma's churches are all very different because of her willingness to allow her followers to worship in different ways. Her churches range from groves in the forest to large marble buildings in large cities. Her followers like to remain independant (like there Goddess) but will work with the churches of Vasture, Ra'ma and Vadriphose as well as just governments. Most of her churchs take it upon themselves to battle evil creatures of the night. Her knights and priests will slay any uncontrolled creature cursed by the false moon (Gaunt) as well as vampires and other evil beings who make the night there home. Also all priests of Skearus are sworn enemies to her church and the two churches often do battle with one another.
Clergy:
Priests and Knights of O'ma pray at the rise the moon (Fae'he or O'ma's Embrace). There prayers consist of moslty dancing and singing naked under the moon (if situation allows it). O'ma's worshippers also pray for protection from Gaunt, the False Moon when it rises. O'ma freely grants her priests healing spells to use as they see fit as long as they do so with good in mind.
In the past O'ma's willingness to allow her followers to worship her as they please (to no extreme) has caused many inner church wars. She has quelled this problem to a degree but this still remains a problem within her church. None is a better example then Lorrick the Zealot who beheaded all "non believers" even those in O'mas own church who did not follow his beliefs to the exact word. O'ma banished him from her church and since then made new laws so this would never again happen within her church.
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Post by Surreal on Aug 18, 2017 18:25:51 GMT
Spelldar Lord of Magic, The Spell Lord
Symbol : A Glowing Scroll With Runes Alignment : Lawful Neutral (LN) Portfolio : Magic, Runes, Spellcasters, Spellcasting, Arcane Knowledge Domains : Air, Knowledge, Magic Favoured Weapon : Runestaff (Quarterstaff)
Background of religion:
Spelldar is said to be the Keeper of the Weave. The Weave is the concentrated stream of pure magic that flows through the realm. Those who follow The Mage, follow magic, pure and simple. His ranks of followers range from the most vile to good hearted. When you worship Spelldar you worship magic in its purist form. Many libraries of magic, schools of wizardry, and towers of power revere him.
Clergy:
Most of the time his clergy consist of more wizards and sorcerers then priests. His temple can be found all over the realm. Normally they are a quiet place to research, study and share magical knowledge. His priests will rise up against those who outlaw magic. The only form of magic not allowed within the clergy is Transference (soul magic).
A cleric or worshiper of Spelldar roam the land looking for lost and forgotten lore. Educating all on the true power of magic and all it can bring.
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Post by Surreal on Aug 18, 2017 18:26:49 GMT
Chaosmous
Symbol: A Swarm of Weapons On A Field Of Fire Alignment: Chaotic Neutral (CN) Portfolio: Barbarians, Chaos, Destruction, Rage, Conflict Domains: Destruction, Strength, War Favored Weapon: Battle's Rage (Double Axe)
History It is Nature's law that only strong shall survive. But humans have never obeyed Nature's rules, they protect their weakest ones by building great walls, great communities, towns and kingdoms. Through law and order those who would be too weak to survive can live on and make their race weaker through every generation. Law and Order are the enemies. Only in Chaos will the strong ones triumph over the weaker ones. When the elves were building up their first communities, setting up their first rules and rising from anarchy and above the wild animals and lesser creatures, that was when Chaosmous was born.
The God Chaosmous is the force in the realm that breaks up alliances and causes conflicts to stir, but it doesn't yern for war and suffering. Its sole purpose is to banish law and artificial order, and to turn all the races back into their animalistic state, where the only purpose of life is the survival of the fittest. Kingdoms and cities aren't Gods' creations, they grumble and new ones eventually rise, and always will there be the unpredictable force of fury to cause trouble, the force that not even other gods, not even Vadriphose, can control or direct.
Church and Clergy Chaosmous is not an evil god, its goals aren't really to cause suffering and pain, but conflict is the best way to banish order out of communities. Chaosmous does not recognise any names, the name for it has been invented by men. Chaosmous doesn't have a church, nor communities that really serve solely it, because church would mean order which is what Chaosmous is against. Chaosmous only contacts the strongest of warriors and adventurers, who serve none but themselves. This is why there cannot really be a "cleric of Chaosmous", though few barbaric shamans have enough contact with the force of Chaos to draw strength from it. Only few barbaric tribes serve the force of chaos, amongst other gods.
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Post by Surreal on Aug 18, 2017 18:27:55 GMT
Nymowna Love's Maiden, The Great Mother, Our Lady of Pleasure
Symbol: A Beautiful Female Face With Sparkling Blond Hair Alignment: Chaotic Good (CG) Colours: Gold and Red Portfolio: Passion, Lovers, Love, Beauty, Art Domains: Good, Healing, Protection Favoured Weapon: Maiden's Kiss (Short Sword) The Church Breakdown of Religion: The Goddess of love and passion, she is something of an enigma in her goals, for while love is the binding force that many would attribute to solid relations and pulling force between individuals, it is just as often (if not more so) found to be a fluid organic force, leading people in all manner of directions, often against logic for love itself. Nymowna holds dear the many aspects of love, and wants her followers to follow their instincts and impulses, so long as the overall condition of love is not forsaken. She loves the devoted, the romantics, and the committed. She seeks to quench couplings without connection, infidelity, loveless marriages, and crimes of passion.
In her own way, Nymowna is also a staunch advocate of heroes and adventurers. The romantic hero is one of the varied ideals of Nymowna upholds. The church of Nymowna also supports and oft times sponsors archaeologist - traveller - trader - adventurers to seek out lost or rare works of art so that they may be enjoyed by the greater public. Description of the church: The Church of Nymowna is as varied and multifaceted as tempestuous nature of Love and passion itself, but the largest portion of Nymowna's followers consider themselves to be a part of the relatively traditionalist "Adherents of the Maiden." Several divergent groups exist within the Adherents, with their own particular emphases on Nymowna's many interests, but aside from occasional disagreement. The most noteworthy of these groups is the "Plesura Libares" regarded by the more traditional Adherents with some amusement, and just as often, considerable alarm. The young but fast growing movement of worshippers emphasizes pleasure to great extent, along with the liberty to pursue this, often disregarding social mores. Role of the Church in the community: The clergy of the Adherents of the Maiden are held in high regard with matrimonial matters, and are often found conducting ceremonies for marriage. The clergy are also sought out for evaluations of artwork, advice on keeping healthy relationships, and making sure that various festivals are portraying the right feeling of romance. The clergy of Nymowna: A varied group even within the traditionalist Adherents, adventuring Nymowna worshippers can be rather simplistically split into two groups.
Prelates of the Lady (clerics): The prelates, typically seen as benign advisors on affairs romantic and otherwise, act as healers when need be. It is notable that their bedside manner is stereotypically viewed (but well deserved) to includes embarrassing relationship questions and unsolicited advice on that same topic.
The Maiden's Blades (paladins): A much smaller group, roughly 1 for every 20 clerics, the Blades are the militant wing of Nymowna, standing ready to fight for love, against the oppression of romance, while looking dazzling and radiant at the same time. Some whom have seen enough of the world stay on at temples as guards. Description of the temples: The temples of Nymowna are most often found in towns of large size and some villages. Smaller locales will have shrines dedicated to Nymowna. Many times a large city will not have a temple of Nymowna due to their tolerance of prostitution, which leads to a boycott by the Adherents.
Their architecture is classical, with heavy use of marble or some other local stone if not available, and incorporating the more beautiful aspects of local architecture where appropriate. Universally, each temple has a representation of Nymowna, as the physical ideal of the local female set in either a large gold disc or a large marble slab, set in the very large chapel that is a constant in well established temples.
In addition, the temples take one of the defining features of their locale and set it as a principal element to catch the eye, such as a grand flower garden in rural areas, a mighty statue in a mining community, or an impressive tide pool on a coastal town. Relations of a priest to the temple: The temples have a small group of "settled" clergy whom live at the temples and provide the backbone to the parish and maintain the temple and its premises. The "unsettled" clergy are in almost continual pilgrimage from one temple to the next and back again, to experience the world and prevent stagnation in ideals of love and passion. Occasionally the clergy will switch their status, provided the temple will not be understaffed, or there is a willing replacement for the post. Church hierarchy: There is one leader of the church of Nymowna at any time, the Magnessa of Nymowna, whom has de facto always been a female. Chosen through vote of the Nymowna's Six, coincidentally the advisors of whomever the current Magnessa may be, each representing one of Nymowna's major facets of love: Kama (physical love), Ludis (playful love), Diligere (affectionate, friendly love), Pratus (practical love), Manis (possessive/highly emotional love), Amae (altruistic, spiritual love). The six are held to be equal, and all have a say if they choose to make a case to the Magnessa on policy. When any of the six retires, they typically choose their replacement.
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Post by Surreal on Aug 18, 2017 18:28:41 GMT
O'imbie Lady of Trade, Mistress of Coin
Symbol: Large Gold Coin With A Woman's Head On Both Sides. Alignment: Neutral (N) Portfolio: Trade, Coin, Wealth Domain: Protection, Knowledge Favored Weapon: Golden Way (Whip)
Description of the church: O'imbie is all about trade, money and wealth and consequently so is her church. O'imbie is typically revered by the rich (nobility), traders, merchants and their employees. Most of her priests ran successful business before entering her service. You won't see priests of O'imbie going around preaching the glory of the gold coin. Instead they offer their business advice and services to make any enterprise a successful one. Aside from that they will seek to improve the general business climate. They reason that if more people depend on trade for a living, then more people will worship O'imbie.
Role of the Church in the community: A priest of O'imbie provides a number of services to the local merchants. These include but are not limited to doing administrative work, granting loans to prospective enterprises, giving business advice, obtaining information on foreign markets, managing capital and so on. The priests will be expected to get paid for any of these services. (I am hoping that these priests can also use divination.
Description of the temples: Temples of O'imbie reflect the prosperity of the local merchants. Priests will strive to make to the temple a bastion of opulent wealth. Marble floors, golden statues etc. A prosperous temple will have its own temple guard to keep thieves out and defend the accumulated wealth. That there are a number of consulting rooms where priests can receive people to talk business in private. Couriers travel from temple to temple to keep them up to date with the latest events in the world. This network of couriers and temples serve to keep the priests informed of latest state of affairs of the world.
Relations of a priest to the temple: The relation of a priest to his temple is not one of unquestioned obedience, instead it is all about money. Money will change hands frequently between the the priests and the temple or among the priests themselves. If a priest takes on a problem for the trade or the temple then he will will expect to earn money from it and he/she will expect to get royally compensated for his efforts from the temple. The opposite is true for any services the temple provides to the priests (e.g. The use of the consulting rooms, information and opportunities like a new business to take care off or a mission to a new tradepost)
Attitude towards demons, devils and evil gods: Even though a relation with a demon or a devil might be profitable on the short term, the priests of O'imbie fully understand that if they would actually seize control of a region that would be a disaster for the trade. Therefore dealing with devils and demons is expressly outlawed by the church and if a priest gets caught there will be serious consequences. The same goes for any of the evil gods. All of them are to be opposed, preferably by another organization.
Attitude towards war: If the interests of the church or the trade are big enough the church can choose to participate in a war. Typically the church will not commit their own guardsmen or priest, but rather using their funds to support the war effort. For the church to start a war there must be dire interests at stake. War might be good for some businesses, but in general it is a disaster for trade.
Dealing with enemies of the Church: Pending on the alignment of the priest dealing with a particular menace to the church interests or trade, the reaction can be anything from trying to work out a compromise, to rendering the person harmless or even eliminating the troublemakers. Furthermore the priest can spread the word not to do any business with a particular person or group, while not lethal it can make your life pretty miserable.
Description of a priest: Priests of O'imbie are generally very shrewd traders, knowledgeable about almost every aspect of trade. Their contacts with the merchants, traders and other temples keep them well informed people, always on the lookout for new opportunities and possible trouble. In general they shun any kind of manual labor, preferring to use their heads instead.
Duties of a priest: A priest has a number of business in his charge and it is his job to make sure that they will prosper. The status (and wealth) of a priest is directly linked to these business, because if they prosper he will be able to offer them more of his services to them (the bigger the enterprise the more he can ask for his advice and expertise). And off course it is there duty not to let any of their charges forget who it is that they have to thank their wealth to. They'll make sure that every business will make regular donations to the temple.
Things that would disgrace a priest: If the businesses in the priests charge would start to fail that would disgrace a priest in the eyes of his peers. Another unbecoming thing would be to lose money, either the temple's money or the priests own money. It wouldn't matter whether this happened due to a poor investment, theft or being conned.
When do they start hanging people: Gilded coins. Lead coins gilded over to make them appear gold coins. If it is discovered by priests of O'imbie that someone is using gilded coins or has them in his/her possession is more then enough reason for them to start hanging people.
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Post by Surreal on Aug 18, 2017 18:29:16 GMT
Sapherian Lady Of Passage, Life's Overseer image Symbol : An Oak Seedling Growing From A Gravestone Alignment : Neutral (N) Portfolio : Death, Life, Motherhood, Fertility, Procreation Domains : Animal, Healing, Plant Favoured Weapon : Life's Passage (Scythe)
History Sapherian is an Elder Greater Goddess only Vadripose is said to be older. She is the mother of all living beings on the plane. Bringing life and death through a natural course of existance. She was side by side with Vadriphose during the Dark Saint Wars against Melagaunt as his lover. This enraged Melagaunt for he knew Sapherian loved him but would never accept him. He for a short time bended her mind to his will creating only a Goddess of Death and for a long year all creatures were born was still-born. This nearly finished off the already near extinct human race, but Dlam fooling the End God, Melagaunt, by disguising himself as the portfolio of Love, Melagaunt gifted to Sapherian in a attempt for her to be truely his. Dlam shortly after that rescued the Birth Maiden and returned her to her, lover Vadriphose. Since then she has wept every day for what she had done and has been one of the most active Gods in an attempt to make up for her deeds. Sapherian later married Vadriphose and as mortals birthed the bloodline of Wravain to champion the human race. On a number of occasions she has done personal battle with both Yazard and Re'phet.
Breakdown of Religion Sapherian is both life and death. Evil and Good doesnt concern her till either side disrupts the natural course of things. For this reason murder and the ending of any life, including plantlife, before its time is the most dire of sins to her faith. Protect life at all costs until its time has come, then when death comes accept it as a course of life. Sapherian is very widely worshipped by the common man/woman, as the Earth Mother and Patron of Children she is revered in all places of the realm. Her faith also forbids any undead creature.
Clerics Sapherian clerics are the most numerous in the realm, they are also the most busy. With daily chores such as the assistance with child births, the dying and daily sicknesses they remain ever vigilent. Sapherin clerics also hunt down murderers with a great fevor, killing them only as a last resort tho, they work closely with other religions who would see a murderer brought to justice. From this reaon Clerics of Yazard are their worst enemy. Part of her clerics creed is to end the clergy of Yazard and to battle his followers at every turn. Re'phet is also a true enemy to her faith as Re'phet promotes Undeath, a truely offence to all Sapherian stands for. A Sapherian will slay any undead on sight for the most part.
Enemies Yazard
Allies Vadriphose and D'lam
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Post by Surreal on Aug 18, 2017 18:29:38 GMT
Ty'dronis Symbol: Giant Waves With A Small Boat. Alignment: Chaotic Neutral (CN) Portfolio: Sea, Water Domain: Chaos, Water, Strength Favoured Weapon: Sea Splitter (Trident)
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Post by Surreal on Aug 18, 2017 18:30:09 GMT
Yazard Lord of Slaughter, Death's Demon
Symbol: A demon hand dripping in gore Alignment: NE Portfolio: Death, demons, slaughter Domains: Death, Destruction, Evil Favored Weapon: Slayer of All (Halberd)
History- Yazard is an ancient evil from another plane. He is a one of a kind demon who found a way to escape the abyss forever. Legend has it he has Titan blood within him and this may explain his not so chaotic nature, like all other demons have. A master at everlasting suffering and misery, Yazard may just be the most vile being in all the planes. Mercy, love and goodness are things he could never understand. Through the centuries he is cause for thousands of wars and countless deaths. Even the other evil gods of the realm dispise him, but as a greater god none can stop his evil.
Church- His clerics like him are vile creatures of death and murder. They are masters of torture and pain. Its a Yazard Clerics job to murder, for each murder adds to the dark gods power. Blood is the necture they drink and pain is there food. Yazards following is huge and wealthy, even the Lethal Lotus bend there knee to his power. A Yazard cleric must watch for the temptation of Skearus for they will decieve you into believing he should be the lord of murder. They are masters of thousands of foul rituals of death and pain.
Enemies- All gods.
Allies- none. (though he controls many demons)
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Post by Surreal on Aug 18, 2017 18:30:25 GMT
Thrungeedia Lady of Might, Mistress of Pawns
Symbol: A Red Gauntlet Holding The World In Its Grasp Alignment: Lawful Evil (LE) Portfolio: Power, Tyranny, Vengeance Domains: Evil, Strength, Trickery Favoured Weapon: The Ladies Hand (Unarmed Strike)
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Post by Surreal on Aug 18, 2017 18:30:58 GMT
Re'phet
Lady of Skulls, Our Lady of Undeath
Symbol : Human Skull With Two Red Rubies In The Eye Sockets Alignment : Neutral Evil (NE) Portfolio : Necromancy, Undeath Domains : Evil, Death, Necromancy Favored Weapon : Skull Hammer (War hammer)
Description of the Church: Re'phet is a goddess of the undead who seeks to gain a foothold in the world of Mel'heron. Sadly, this goddess' following has since quelled and now she has only a smattering of loyal subjects, none are really focused in a single society since the destruction of Aberrach, City of the Undead.
Re'phet is one of only a few darker female deities. Re'phet promotes eternal unlife at the expense of everything else. Nothing is as sublime and beautiful as a creature imbued with the life force of the negative plane, her very being is of negative energy and her mere presence kills.
Role of the Church in the Community: Re'phet's church has no role within the community, only within certain circles are her views and perspectives understood and in such circles she educates them in the art of animating the dead, although Re'phet finds self exploration of the art much more rewarding for the devotees and students.
Description of the Churches: The church of Re'phet differs from region to region, and what hierarchy exists is found within individual temples. Temples to Re'phet are rarely seen purely due to the knowledge of the common man and "their" perspective and has lingered throughout generation of necromancy.
The temples of the Lady of Undeath tend to be paradoxes of beauty and horror however horror and beauty are subjective, they are not overtly grand as donations are a rarity. They are known to exist and extend below ground, though the total extent of their catacombs are less widely known.
Relations of a Priest/ess to the Church: The temples are used for necromantic research and the expansion of the faith's collective knowledge of life, death, and undeath. This is primarily through the uses of dead and living subjects, of various races. For priests of Re'phet here lies the wealth of their shared knowledge, and their ghastly secrets. Priests of Re'phet are often involved in "support" activities of the faith: grave robbing, embalming, or teaching.
Devotees of Re'phet are encouraged to seek out potential necromancers for the purpose of strengthening and restoring the faith to its former glory during the prosperity of Aberrach- the city of the undead. Additionally, some priest, the more congenial low-level priests sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies.
Advancement in Hierarchy: There is no set hierarchy known within the faith of Re'phet, since the destruction of Aberrach- once its beating heart. And what hierarchy exists is found within individual temples. The faith is now too scattered to have collective ideas and structure, most in power draw their own hierarchy with those they trust.
Attitude toward Demons, Devils and Evil Gods: Devils do not worry Re'phet much, perhaps due to her friendship with Deagothia, the Devil Lord. Re'phet can often found hidden under his gaze in the underworld, where her minions no longer have to worry of the rising sun at their backs. However she is cautious when dealing with demons, she lacks certain control of their actions and her quarrels with Yazard do not tend to aid her in matters with demons, they would rather disturb her plans than set them in motion.
When it comes to gods and goddess, she has several enemies and barely a handful of allies. Re'phet hates Ra'Ma with a passion, like most other darker deities, though perhaps more due to the damage which his rays inflict upon her minions, the undead. Furthermore, Yazard and Re'phet are said to had a serious disagreement in the past and since then has never managed to hold any form of alliance together for too long.
Attitude toward War: War is quite welcome in the eyes of Re'phet, wars always have casualties and where there are casualties there is more "resources" for her necromancers to prey upon, and if caught in war herself she has the advantage of restoring the fallen to life with ease and enjoys the look upon her theirs faces as the drop their jaws in horror.
Dealing with Enemies of the Church: Enemies of the church amuse the devotees of Re'phet, as they inflict the worse possible scenario upon their victims by turning the into what they are often fighting, the undead, and then using them to fight against their own allies whilst purposely keeping their consciousness intact, and allowing them to watching the horror which they inflict amongst their own allies/kind.
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