Deities and Superstitions

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Keehnelf
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Deities and Superstitions

#1 Post by Keehnelf »

This thread will contain information about the various deities and powers of the Southlands as well as those of the North as they are uncovered.

Please feel free to contribute either with regard to deities of your characters, superstitions from your lands, or to flesh out details you encounter during play you would like recorded and/or shared.

Anything listed in this thread is considered general knowledge.

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Re: Deities and Superstitions

#2 Post by Keehnelf »

Branwyn and Dagon:

The two chief powers of the Southlands are Branwyn and Dagon. Branwyn is the major deity of Law, representing civilization, order, and the sustenance of life through arrangement of the Celestial Order, often represented as two concentric iron rings though technically the outer ring in his iconography is made of fire.

Dagon is the major power of Chaos, known as heart's ice or the black sky of winter for those reluctant to invoke his wrath by speaking his true name. In civilized lands it is unknown to find open followers of Dagon, though cults do exist in places and are quite feared throughout the land. Dagon represents the loss of hope and ambition, the danger of lonely and remote places and natural disasters. He is more than the natural force of death--he is death accompanied by fear and abandonment.

Branwyn's faith is old and well-documented over tens of centuries among the men of the South. When they first came to the Southlands, the seed of Branwyn's faith came with them. Over the years, the doctrine of belief has been entered into a massive set of volumes known as the Lessons of Light, the originals of which are kept in a scroll library dedicated to it alone in the heart of Branwyn's territory. Those living in a lawful way, in accord with their station and attending to duties of family and nation, are considered to be Living Within the Circle, and in favor with Branwyn. This is the highest goal of his faith--to serve the lawful natural order in its well-documented form.

Those who abandon obligations, who have forsaken oaths or left behind duties to pursue selfish ends, are considered to be In the Flame, in a state of being tested by Branwyn. These individuals are gently supported in ways that will bring them back within the circle, but are also viewed with great mistrust by the lay faithful because they have demonstrated their volatility and faithlessness. On the other hand, those who have forsaken the pursuit of good action entirely and committed themselves to ends that oppose Law and life are considered to be Living Outside the Circle, and are staunchly and often violently opposed by the faithful of Branwyn. Orcs, goblins, ogres, trolls, dragons and the like are all part of this category by default, though humans, elves, dwarves and halflings are not unknown in this category as well--especially and most specifically when they are followers of Dagon or one of his aspects.

---

There are several idiomatic phrases that are associated with these two deities that see relatively common usage:

When someone is suddenly struck by the mortal hopelessness of their situation, they can be said to feel Dagon's Hand. The same expression is used when someone has begun to experience hypothermia or life-threatening shock from sudden trauma. Lying under Dagon's Shadow is the colloquial expression for those who are comatose and whose ultimate fate is unclear.

Someone is said to be Crossing the Circles when they have had a sudden and significant change of heart, especially when it leads normally upright people to perform evil deeds or vice versa.

Branwyn's Flame and Dagon's Flame are oft-used descriptors, but mean very different things. Branwyn's Flame is the light of order and the use of rules and law to protect the weak. Sometimes it means knowledge; at others it can mean the application of violent force in the name of righteousness. Dagon's Flame is any fire that lights but does not warm. The low embers in a fire that will soon die are Dagon's Flame. Similarly, it can be used as a metaphor to mean plausible-sounding lies or even truths revealed expressly to mislead or manipulate.

The etymology of the name of the month of December comes from an older version of the phrase Dagon's Demesne, indicating that he and his allied powers are at their strongest at that time of year.

---

Apart from the superstition around the last flames of the Dagon effigies at Harrowing, there are several superstitions and superstitious behaviors surrounding Branwyn and Dagon that are commonly known.

It is common for two travelers meeting at a waypoint to offer to light fires for one another as a form of greeting. Those who do not do so are generally viewed with suspicion.

Iron is generally viewed as the purest of metals by the church of Branwyn, as it is the metal from which the earth itself is forged. Holy objects are thus usually of wrought iron and carefully tended to avoid rust or tarnishing. Wrought iron is rarely seen as non-religious ornament or for the building of tools or practical among human settlements as a result, with builders usually electing to construct from wood or stone instead, or using refined metals or alloys like steel and bronze for these purposes.

Food will never be set to cook or heat over dying coals, even if only a small amount of heat is needed, due to fear of corruption of the food. This superstition does not persist widely in more populated areas, but is quite common in outlying or remote settlements.

Snow (but not ice) is never melted to make water to use for cooking or drinking, as it comes directly from Dagon's Hand and has the possibility of bringing on deathly chills.

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Re: Deities and Superstitions

#3 Post by Spartakos »

Ogmios

Ogmios is the god of strength, eloquence, and lore. His symbol is the triskele, representing these 3 facets of himself.

He is sometimes called "The Binder", and is known for binding his followers to him with the power of his words; he does not manipulate, but inspires and creates loyalty.

Ogmios teaches that 'a sound mind in a sound body' is the key to a good life; physical strength is valued along with mental strength. His priests wrestle as a means of proving their worth, testing each other, and training their bodies. Types of 'mental wrestling', such as riddles and debate, are used in a similar fashion.

Priests of Ogmios are charged to gather and preserve knowledge, especially stories, tales, songs, and poems. They also compose original works of this sort, which are all a way of collecting past events.

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Re: Deities and Superstitions

#4 Post by Mister-Kent »

Fortis (aka The Unconquerable One, The Mighty, The Indefatigable, etc)

Fortis is a minor strength and sun god in some Southern regions. Though his cult is small, its members are known for being very outspoken. The three major tenets of Fortis' worship are:
  1. Show devotion to The Unconquerable One through feats of physical might!
  2. Give compassion to the weak, and help them be strong despite their failings!
  3. Share your wisdom gladly, and always be honest in all you say or do!
Domains under his purview include physical strength, willpower and courage, warfare, and the sun. Important aspects of his worship are epithets, sports and contests, charity, body-building, and YELLING. His symbol is a six-tined sun, often enclosed within a circle.

Many centuries ago, Fortis was seen as an all-encompassing god of sky and stone. In time his worship has cross-pollinated with the cults of several similar Southern gods. When conflated with the sun god Pelor he is referred to as Fortis-Peloris, and when seen as an aspect of strength god Ogmios he is Fortis-Ogmios.

Priests of Fortis are known as "radiants", and are taken from the largest and most impressive physical specimens of the population. They bear the Tenets of Fortis etched into either their armor or weapons, and are required to participate in at least one physical contest per month. Prayers to Fortis cannot be whispered, but must be shouted, boasted, or phrased as a threat to an offending party.

Myths and legends concerning Fortis include:
- Parentage and Youth - In which Fortis is born of god and mortal both. It is said that Fortis' mother, Princess Eleda, was impregnated by a god. In some versions it was by Branwyn himself, and in others it was the primordial void god Ether. In all versions, Eleda gave birth to a stone, which cracked open to hatch Fortis. He was unnaturally strong and wise from birth, which was seen as a threat to the sovereignty of Eleda's wicked father, King Nossus. Thus, Eleda fled the castle and raised Fortis among peasants.
- Romance of Shieldmaid Valora - In which Fortis dies for love.
- Ascendancy to Godhood - In which Fortis escapes the Underworld.
- Tricked into Becoming the Sun - In which Fortis takes on an unfavorable task.
- The Birth of the Triplets - In which Fortis' three "children" are created.
- The Eventual End - In which Fortis endures the End of All.
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Re: Deities and Superstitions

#5 Post by AleBelly »

Veles

Veles is primarily the god of the dead and of the underworld. But he should not be confused with an evil being. Those following Veles see the afterworld as a pleasant, even blissful place of eternal spring. Followers of Veles see death as a natural part of life and not something to be feared. These followers envision the pantheon of the gods as a tree, with Veles and the underworld under his dominion providing nurturing roots for the rest of the structure. In fact, one of the major symbols of Veles is a chaotic network of tree roots branching in all directions, some of which have moss and even leaves of their own.

His worshipers have the least hierarchical structure of any deity. There is no single authoritative text as to the precepts of his worship, and most of his teaching have been passed down orally. As a consequence, significant regional differences exist amongst his worshipers. Unfortunately, some of these teachings have been perverted to serve the self-interest of powerful priests.

The basic foundational principle of Veles worship is that of doing good in the world. The ends very much justify the means, and so Veles is often also seen as the god of trickery and deception. He is also seen as a patron deity of illusionists and other practitioners of mystical arts.

Followers of Veles often balk at authority. Given the rigidity of the heirarchical structure of the worship of Branwyn, these two deities are often in conflict, and several myths exist detailing the struggle between Veles and Branwyn. However, there have been no large-scale conflicts in documented history between practitioners of the faiths.

Veles is often depicted as an elderly, slender, tall man with a black beard. Some worshipers see him as the god of livestock and shepherds because his underworld provides the fertile soil that feed the grasses and foodstuffs livestock depend on. A black sheep is seen as a particularly direct sign of Veles's intervention, and is another symbol associated with him. The birth of a black sheep is seen as a harbringer of good fortune. Most powerful priests of Veles wear tunics made of black wool.

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Re: Deities and Superstitions

#6 Post by hedgeknight »

PELOR > The Sun Father, The Shining One
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Pelor is the god of the Sun, Light, Strength, and Healing. He is known as the creator of much that is good. His holy symbol is a face in a sun. His home is in the Blessed Fields of Elysium, and his domains are Good, Healing, Strength, Sun, and Travel.
He rides a mighty ki-rin named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and beard, dressed in robes of shining white.
The Fortress of the Sun, once known as Light's Blessing, is Pelor's realm in Elysium. Pelor's domain, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now a gold-plated citadel that forms a beacon atop the largest island of Elysium's layer of Thalasia. It's said the sun there warms the hearts of the good and illuminates the secret acts of the evil.

Dogma
Pelorians believe that the life-giving sun is the best cure for all ills. Justice and freedom are brought about through charity, modesty, and perseverance. Pelor's priests teach that the truly strong don't need to prove their power. Pelorians strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary. Pelor strength is a spiritual strength, opposed to physical strength like Kord. His strength is the power of will and hope, the need to face evil in the face of insurmountable odds. Pelor is wrathful against the forces of evil, corruption, and darkness, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness.

Pelorian dogma has it that the energy and power of life originates in the sun.

Relationships
Pelor has many allies among the gods, being very close to Fortis whom he considers a younger brother. He is friendly with lawful-aligned nonhuman deities as well, especially the Halfling god Yondalla who has an agricultural and solar aspect. He is the enemy of any god who serves promotes darkness, evil, and chaos. He has an intense hatred for Dagon and all others of his ilk.

Clergy & Followers
Pelor's clergy heal the sick, bless crops, help the needy, and destroy evil and the undead. They are caring and nurturing, with backbones of steel. The Pelorian priesthood attracts many naive youths to his service, but training is rigorous enough to send many of them back to their farms. Pelor's elite priests are called Radiant Servants (not to be confused with the followers of Fortis, although that does occur from time to time). Pelor's favored weapon is the mace (heavy or light). Vestments are typically yellow or gold.

On occasion, a valiant fighter will pledge their service in Pelor's name. They see themselves as the burning light of the sun which scours away darkness and evil and brings strength and comfort to the innocent. Though uncommon, they can be found in nearly every nation in the world, their dress varying according to the local culture.

Known as Crusaders, they believe that laws are helpful, but that they are at best a secondary goal and must be tempered with mercy. Their slogan is Equity for the Meek with Perseverance and Strength.

When not in formal dress, Crusaders favor light-colored tunics, particularly sky blues, pale greens, or grays. Some dress in commoner's clothing, especially when serving as community healers or in disguise. On formal occasions, they wear a black cloak emblazoned with the symbol of the sun. They blend into the darkness, only the shining symbols visible to their foes.

Rituals
Pelor's services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Pelor are often affirmations in the first person, for example, "I am merciful, just as the Sun of Mercy shines on me." Weddings and rites of passage often take place at the beginning of a new season. Farmers often request a ritual known as the Blessing of the Sun-Kissed Field.

Temples
Pelor's temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many Pelorian temples have hospital wings.

Holy days
Pelor's major holy days generally take place on the solstices and equinoxes of the calendar.
Midsummer's Day, also known as the Holy Day of Pelor, takes place on the day of the Summer Solstice.

Relics & Myths
Famed relics of Pelor include the maces called Dawnstars and the holy symbols known as the Shards of the Sun.
There are four Dawnstars. They were gifts from Pelor to four solars who rescued a paladin from the bowels of Hell.
The Shards of the Sun are described in Pelorian holy texts as "Pelor’s gift,which I carry into darkness—a sun that never sets."

Punishment of the Undead - This myth tells of the origin of vampires, said to have been cursed by Pelor after turning from his light to the pursuit of evil magic. The myth suggests that Pelor would forgive them, if only they would ask.
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Re: Deities and Superstitions

#7 Post by Spartakos »

Koios (The Bright Eyed) is the god of the North, wisdom, stars, and far seeing. He is sometimes considered a god of the unknown, and more importantly, discovery of the unknown.

The key concept of Koios worship is the tenet of 'far sight'; it encompasses such concepts as planning for the future, education, seeing past deception, and not judging things by appearances. Koios is a lesser god, but one who in myth is depicted as interacting closely with mankind; he is said to have taught man the arts of astronomy, navigation, tactics, and many others.

In artwork, Koios is depicted as a man with stars for eyes; his symbol is an eye with a star-shaped pupil, or sometimes just a pentacle or pentagram. His chief colors are black and silver. Most important rites and ceremonies involving Koios are performed at night, often under a full moon (his wife is Phoebe, The Shining One, the moon goddess).

It is important to worshipers of Koios to uncover the face (remove any helmets, hoods, etc) when meeting people, so they can see eye-to-eye.

Priests of Koios wear black robes; the higher ranked the priest, the more it covers (longer sleeves, and a cowl in the case of high priests) and the more it is decorated with silver embroidery, often in the shape of stars and planets.

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Re: Deities and Superstitions

#8 Post by Spartakos »

The gods of the elves of Greenglade (Rhodri's clan) do not have names, but are simply known by appellations. A common theory among the clan is that they are simply elves who have lived long enough (thousands of years) and grown powerful enough to be considered gods. Some notable ones include:

The Green Man (god of woods, nature, fertility, renewal)
The Lady of Waters (goddess of rivers, pools, rain)
The Lord Maker (god of crafting, fire, learning)
The Herald (god of words, poetry, art)
The Trickster (god of cunning, lies, humor)
The Fell Handed (god of war, death, skill)
The Hound of Heaven (god of justice, perseverance, discernment)
The Radiant One (god of light, warmth, beauty, majesty)

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Re: Deities and Superstitions

#9 Post by Zorroroaster »

Marthammor Duin
Finder-of-Trails, the Watcher over Wanderers, the Watchful Eye, the Hammer, the Finder, the Wanderer

Portfolio:

Guide and protector to dwarven adventurers, explorers, expatriates, travelers, and wanderers, lightning.

Marthammor Duin, known on other worlds as Muamman Duathal, is the protector of dwarves who make their lives in human society in the North, rather than keeping to mountain or deep-delve enclaves. Commonly known as Wanderers, all such dwarves make offerings to him in appeasement for good fortune. Marthammor is the patron of adventurers and explorers and all those dwarves who travel or live far from the dwarven homelands, allowing them to find routes to escape or to victory in their travels. He also watches over dwarven craftsfolk of any good alignment, keeping their homes and persons safe. His secondary aspect as god of lightning is unique among dwarves.

Avatar:

Marthammor appears as a thin, raven-bearded dwarf dressed in leather armor and furs, and cloaked in natural colors (usually green).

Manifestations:

Marthammor manifests himself to followers in one of four ways:
1. In the wilds, Marthammor indicates to troubled dwarves the safest or best way to proceed by appearing as a glowing upright mace, floating in midair.
2. In situations where precipices, pit-traps, or other dangers lurk, or when a wrong choice of route has been made, Marthammor manifests as a glowing, blue-white, disembodied hand.
3. In the homes of dwarves, Marthammor manifests as a mace of pulsing light that strikes unseen surfaces in midair to make a ringing, crashing sound audible only to dwarves. This alarm warns of thieves or other intruders.
4. In cases of imminent invasion or other natural disaster that dwarven residents cannot hope to defeat, Marthammor can appear in the dreams of dwarves to warn them to move away in haste.

Dogma:

If the Children of Moradin are to survive as a race, they must adapt, grow, and learn to dwell in harmony with other good races, particularly humans. The Stout Folk must be encouraged to emerge from the illusory safety of their hidden delves and find true security in fellowship with humankind and demihumankind. Help fellow wanders and sojourners in the world, giving all that is needful. Guide those who are lost and guard those who are defenseless. Seek out new ways and new paths, and discover the wide world in your wanderings. Herald the way of newfound hope.

Material shamelessly stolen from Demihuman Deities, by Eric L. Boyd, 1998.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
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Re: Deities and Superstitions

#10 Post by Keehnelf »

Sosostris, the Lady of Visions

Sosostris is a lesser deity, often depicted as the sister of Koios and the wife of Ogmios. Her domain is fortune-telling, soothsaying and prophecy. Legend says that she was once a prominent part of the pantheon of the South before Branwyn's ascension, but eventually the Lessons of Light were interpreted to mean that knowledge of the future breeds heresy by perverting individuals away from the performance of their proper duties and toward the most efficacious result revealed by prophecy.

During this period, known as the Time of True Vision, the high priests and priestesses insisted on bus compatibility of Sosostris's faith and the teachings of the Lessons, attempting to demonstrate that knowledge of one's future gives no true power over what is revealed. Instead, they suggested, a commitment to principled action in the face of sure knowledge of its failure is among the noblest of choices. Already conditioned to suspect trickery, their inquisitors assumed manipulation of events to bolster this argument and the temple was driven underground.

Centuries passed, and the strict enforcement of Branwyn's will as public law slowly softened into a kind of laissez-fairs polytheism, at which time acolytes of Sosostris began to resurface and ply their trade once again. From this time, however, they wore coverings over their whole bodies as proof against identification and as a sign of the tragic time in their order's history when they were unable to identify themselves as followers of the Lady.

Negative impressions of these folk remain to the present day: they are considered deceitful and dangerous, and some towns and villages forbid them from entering the limits of their settlement to prevent dangerous corruption or perversion of the residents. They are often considered to bring bad luck, either intentionally or because they have been cursed by Branwyn for their heresy (the judgment of the temple has never been reversed, though the scope of its direct authority is smaller now).

Among some folk it is said that if you look into a Sosostrian seeing-crystal, you will be bound to perform one favor at a time and place of the seer's choosing, no matter how great. Other related rumors suggest that a seer can see someone who has looked into his or her crystal at any time, and even travel magically to that location at will.

The credo of Sosostris is as follows:

1. The intelligent races stand above the animals of the wild in their ability to look forward and backward, and to learn from this.

2. Knowledge of the future and past changes nothing but the one who sees.

3. A true vision of all of time will create a perfect soul.

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