Fictional/Created Religions

One of the favorite religions I created was called the Cult of None. Basically they were a bunch of prosilitising athiest. There was a lot of interal conflict within them too, and a faction of them were actually sought to violently destroy all diety worship.

I also have some other ideas that I talk about at http://www.rpgpost.com/articles/tgt3.shtml

Its a bit much to repost here, but if you've got a chance go ahead and take a peak.
 

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For your enjoyment, one of several from my campaign world;

The Church of Tambri

Tambri is the Minor God(dess) of Peace and Prosperity. Think of her worshippers as similar to the Amish, or to Pacifist Socialists. They are very community and family oriented. Weapons are considered anathema, and they view those who carry them as ill-mannered, criminals or worse.

Presence: The Church of Tambri is strongly regional. It is dominant in the southern parts of the Kingdom of the Coast with a fair presence in the central parts of the Kingdom and in the Republic of Haven.

Leadership: The Duchy of Harmony (in the southern Kingdom of the Coast) is the theocratic fief of the Prelate of Tambri, who rules from the town of White Meadow. There is a High Priest in the city of Haven, their former headquarters.

Ties: The Western Order of the Knights of the Radiant Shield are closely aligned with the Church of Tambri and serve only in areas where the Church is present. Most of the western students of the White Circle (Monk) school are devotees of Tambri.

Alignment: Neutral Good. Priests of Tambri must be Good.
Domains: Community, Good, Protection
Symbol: Peace Symbol
Favored Weapon: None
Special: Priests (3rd level+) of Tambri are highly respected by her worshipers and often serve as judges in disputes. Her clerics gain a +4 Diplomacy bonus when performing such duties between her worshipers. Priests of Tambri may use only Simple melee weapons at best (or worst).

Holy Days and Ceremonies: The two main holy days of Tambri are the spring and autumn equinoxes. The spring Holy Day is known as “Peace Meet”, a day for opening one’s house to neighbors and strangers. The autumn Holy Day is known as “Hearth Meet”, a day of blessing for family and household. Both are major Faires in White Meadow. Major worship ceremonies are held on the Twelve (edit note: The first day of each month), during the morning hours.

Scriptures: Book of Peace a small, slim tome of pacifist philosophy. Owned by most Priests and a few of the wealthier and more devout.

Clerical Duties: Clerics of Tambri are expected to serve their communities in a daily capacity, as well as to participate in all church ceremonies. Adventuring is considered abhorrent by the Church of Tambri.

Divine Attention: Tambri commands a small circle of Celestial servants. As Tambri has only small churches in several parts of the world, she is much more active with her mortal servants. Contact with the ranks of her servants is usually made by 5th level and by 9th level one can expect to have regular contact with Tambri herself.

Raise/Resurrect: Usually reserved for powerful allies and public officials. The High Priest in Haven will not perform a Raise Dead on an Adventurer. Prelate-Duke Whitestone may perform a Raise Dead or Resurrection on an Adventurer who has performed major services for the Church, but only for a stiff fee and further services and penitence, including a vow of pacifism.
 


FungiMuncher said:
I've used the "Small Gods" article from Dragon 293 for examples of these spirits. If the spirits are good or non-destructively neutral, then Arctoris considers them children/allies.
Great issue for religions, actually. I've just been rereading a few of those articles the other night.
 

In one of the settings I made up, there was no such thing as a "god"... just spirits of varying levels of power. Clerics didn't worship so much as supplicate, negotiate, and dominate.
 

I share this distaste for most game-world religions. IMO, most made-up game-world religions seem like either shallow, kludgy distortions of what secular western culture either wishes religion was like (Pelor in the Greyhawk mythos), fears religion is like (Pholtus and Wastri in the Greyhawk mythos), or inverted forms of those (Erythnul and/or Hextor, Nerull). In all of the cases, they seem to take the shallow, vague cultural misunderstandings of Christianity ("they say salvation a lot, it must be important to religion; our religion should talk about "salvation" too"; they generally meet once a week in churches, we should do that too; they collect tithes, we should do that too, etc.) as the basis for religion--as if all "religion" were about or dealt with the same things in similar ways.

Unfortunately, I can't claim that I've done a dramatically better job in my campaign world (although I do think I made an improvement). Rather than use real-world religions (which might well work in Testament or in a CoC game (well, as long as you figured out who was right--I think a game centered around a secret Catholic order and including quite a bit of D&D cleric and paladin powers might be interesting although it would no longer be CoC once you removed the despair of the setting), I tried to imagine what changes I thought would need to be made to some real-world religions in order to fit into the more magical world of the standard D&D campaign (including the arcane magic=science=morally neutral component), then tossed in a few other thinly disguised real-world religions, and then put another one in that developed other parts of my cosmology. (The general idea was that I got to present competing incompatible explanations of the world, all of which could be explained by the actions and inactions of the major spiritual players).

tetsujin28 said:
In general, I've found made-up religions to be cludges. The richness of human religious thought is unparalled in gaming literature. The exceptions to me would be found in Empire of the Petal Throne and Glorantha. You want weird gods? There's your weird gods.
 

This is from an old 2E campaign but you can use it for ideas...

Yrcanaus (Er-caan-os)
(Hammer of Might)
Lesser Power of Elysium, NG
Portfolio: Warriors, guardians, smithing
Requirements: Wisdom 13
Strength 15
Weapons Allowed: all bludgeoning, hammers above all else
Weapons Limitations: Must learn warhammer and maul before all other weapons
Armor allowed: Any metal + shields
Major Spheres: All, Combat, Creation, Divination, Elemental, Guardian,
Healing and Protection
Minor Spheres: Animal, Charm, Plant, Summoning, and Sun
Magical Items Allowed: Same as clerics. Also all types of hammers.
Worshipper/Priest Alignment: All good, lawful neutral and true neutral.
Races Allowed: Dwarves and humans.
Non-weapon Proficiencies: Bonus: Blacksmithing, Reading and Writing.
Required: Armorer or Weaponsmithing.
Recommended: Artistic Ability (Jewelwright, Goldsmith, Silversmith),
Fire-building, Religion, Riding(land-based).
Non-weapon Proficiency Crossovers: Priest, General, Warrior.
Symbol: Crossed hammers or single large hammer (vertical)
Colors: Silver and black
Sacred Animal: Dog (guard or war)
Taboo: May not eat dog meat
Granted Powers:
* Priest can Appraise metalcrafts as per the Proficiency.
* Priests gain a +2 on any metalcrafting Proficiency score.
* As their role of guardians the priests gain a +2 bonus on surprise rolls.
* At 3rd level the priest can cast a Heat Metal spell once per day, above and
beyond their normal spells.
* At 5th level the priests can cast a Spiritual Hammer spell once per day,
above and beyond their normal spells. Note: the priests hammer is not
consumed by the spell and returns to the caster at the end of the round.
This spell effect functions when the priest casts this spell in the normal
fashion also.
* Specialty priests of Yrcanaus can turn undead as a normal priests.
Other Notes:
Priests and priestesses of Yrcanaus will at all times attempt to have the
finest quality arms and armor available, whether through purchase or
personal craftmanship. This is a relatively new religion having been
founded but four decades ago (42 years). The faith has four saints,
St. Mirtoc, St. Kostev Tzinas and a husband and wife paladin team
St. Brykon and St. Asheat. The husband and wife paladin team died
back-to-back facing a horde of foul demons on an outer plane. Their sons,
Count Sir Earl Marshal Garron Anstoffe ap Brykon and Sir Berok ap Asheat
head the faiths Order of Paladins. Their daughter, Mastercraftsman Lynn
Anstoffe, has become a renown armorer and weaponsmith. The Orders chosen
weapon is the maul (Cost: 30sp, Wt. 16 lbs., Size: L, Type: B, Speed
Factor: 9, Damage: 2d4+2/2d4), along with a horse and lance makes an
Order Knight truly dangerous!


THE LEGEND OF YRCANAUS

Once upon a time, in the year 1292 by Cormyrian reckoning (1317 by
Dalereckoning, the year 1334/1359 is just closing), Yrcanaus walked among us.
He came among us, as He had on a thousand other worlds, to find valiant,
honorable warriors to follow Him into battle against the forces of Evil. As
He wandered the lands of the Realms He came upon a camp sitting on a hillock
on a bountiful plain. The very hillock that the Abbey of St. Brykon sits upon
today. The camp was well made but the perimeter guard seemed listless and
downtrodden.
When He came close the guard challenge the seeming stranger, "Ho, there
brother, what business do you have here?"
Gazing on the dispirited warrior Yrcanaus replied, "Greetings neighbor, I
seek fellow warriors and men of arms."
The guard chuckled, "Well brother, I see from your armor you be a soldier,
if you bear no ill will towards our men and women you are welcome."
"I bear no arms at all neighbor, let alone ill will", replied Yrcanaus.
Surprised to see one so well armored without arms the guard waved Him on.
About the camp Yrcanaus saw men and women lackluster and morose, seemingly
without purpose or direction.
Confused by this behavior Yrcanaus approached a ring of warriors encircling
a fire, "Greetings neighbor, why are all so saddened?"
One of those present at the fire looked up at the imposing figure and
replied, "Our leaders are all dead and we have lost our last battle."
"Lost your last battle neighbor?", questioned Yrcanaus. "But you are alive
and well. The last battle a warrior fights leaves him upon the field not
walking from it."
"We have no spirit left brother, our battles are over."
As this was a said a sentry cried out that foul goblins had been sighted
attacking a caravan upon the plain. All rushed to the camps barricades to see
for themselves. Many voices cried out in despair but none moved to aid those
being attacked.
"What are you!", raged Yrcanaus, "Warriors or sheep!"
"There are none to lead us! What business is it of ours if those fools die!",
a warrior cried.
"We are all diminished when but one is claimed by the forces of Evil! Will
none of you join me in battling yone vermin?!", exclaimed Yrcanaus to the
assembled warriors.
The smith Mirtoc stepped forward with a sledge in his hand, "I will not join
you bold warrior but I would not let a man die without a weapon in his hand.
Here take my apprentices maul, it does him little enough good."
Grasping the oaken haft Yrcanaus nodded and strode towards the attacking
orcs, orogs and goblins, a glint of fire and steel in his eye.
The humaniods spotted Him and a detachment rushed to slay Yrcanaus. With but
a single swing Yrcanaus swept three orcs to their graves. With each stride
humaniods died in twos and threes, but more rushed in to tear down the mighty
Yrcanaus.
A cried rang out from one of the the watching warriors, one Kostev Tzinas,
"There stands a true fighter, who will join me by his side!"



And by pairs and small groups the assembled warriors marched down the hillock
and joined the God Yrcanaus in His fight against the humaniods. And though
scores of valiant warriors fell that day all who survived won not only the
field but their spirits once more. As the dead were tended to and the wounded
cared for Yrcanaus walked among them once again and healed those who bleed.
The assembled warrior slowly came to realize that the man before them was of
divine nature and bowed to Him.
"Rise my neighbors and fellow warriors! Rise and stand beside me in
victory!", cried mighty Yrcanaus. A great shout rang across the plain, a
shout of victory.
"You have saved our hearts and souls great warrior, who are you that we might
thank you?"
"I am Yrcanaus, and from this day forward I shall by known as the Hammer of
Might! Let it be known that all those who would follow the paths of warrior
or smith that I shall walk beside them! Let it be known that those present
today shall be my clerics and priests, that others might come to know my
ways! I am Yrcanaus, and I shall lead you to glory, victory and honor! Let
the Evil of this world quake at my name!"
At the end of these words the Hammer of Might raised His hands to the heavens
and rained stardust upon the assembled warriors. The present company, made up
of humans and dwarves, did feel the power of their new God flow through their
bodies and fill their souls with strength.
And then the God Yrcanaus lowered His arms and departed from this world so
that He might bring honor and victory to others. And those present became the
heart of His faith in the Realms, a faith which grows greater each year and
gains not inconsiderable political power.
All hail the God Yrcanaus, all hail the Hammer of Might!

Gaming Notes:
Members of the faith often refer to others as neighbors, in veneration of
their God. The smith Mirtoc is venerated by the faiths craftsmen and his
apprentice is used as an example for failing assistants. The phrase,
"Mirtoc's Apprentice", is used to describe a foolish or poorly skilled
craftsman. Kostev Tzinas was the first High Priest of Yrcanaus, a resident
cleric, and is greatly admired by the current resident clerics of the faith.


The Hammer of Sareth zin Mirtoc

This weapon was crafted by St. Mirtoc on the command of the God Yrcanaus,
the Hammer of Might. This weapon is a mithril maul with an oaken haft.
The striking faces, top and bottom of the head are plain and unadorned.
The two side faces are carved with images and Dethek runes. One side has
the image of a vertical maul superimposed over an anvil (St. Mirtoc's
device) with runes above and below. The runes read: Sareth zin Mirtoc
(above), Hammerbearer & Shieldcrafter (below). The opposite side has the
image of two crossed mauls, heads in chief with runes above and below.
The runes read: Evil shall perish (above), at my touch (below).
The Hammer has a modified Spiritual Hammer spell permanently enchanted
into it. As per the spell the Hammer has a plus to hit and damage as
follows: 1st thru 6th level Priest +1 to hit and +1 to damage, 7th thru
12th level Priest +2 to hit and +2 to damage, 13th plus level Priest +3
to hit and +3 to damage. The Hammer also does double damage to evil
undead (doubles complete damage, all bonuses and rolled damage). The
wielder of the Hammer receives a bonus to their saving throws equal to
the Hammers bonus to hit and damage. The Hammer will function as a Light
spell at the will of the wielder, with a pale silver light. The Hammer
will Detect Evil in a 10' radius three times per day (one turn per use),
glowing brightly when near the Evil source. And lastly the Hammer can
summon a Flame Strike spell once per day with a +1 damage per die.
The Hammer may be wield by a Priest or Paladin of Yrcanaus only. Any
follower of Yrcanaus may handle the Hammer without danger. Any good
aligned non-follower will receive a strong but not damaging shock if
touching the Hammer. Any neutral aligned non-follower will receive a
much more powerful discharge, 1d4 + 4 points of damage. An evil person
handling the Hammer will receive a tremendous shock doing 1d8 + 8 points
of damage and permanently scarring the offending body part. No special
ability of the Hammer will function for any person not a Priest or
Paladin of Yrcanaus.
The Hammer itself makes all it's saves at +5 and is immune to all but
divine flames.
 

Part 1 : The Human Gods

Hynand, the Beast God

Hynand the Beast God was the deity who ruled the Veld in the days before the Four Sisters. In the days of Hynand, men lived like animals, without agriculture, cities or civilization. It was in those days that the gods erected the Encircling Mountains and dug the great trench which holds the Encircling Waters so that the beasts would not wander off the edge of Kazuria and into the realm of the gods.

It is said that Hynand does not make his home with the other gods, still being greatly wroth at their invasion of his lands. According to his worshippers, he now rules a great wild plain filled with fabulous beasts beyond the edge of the world. The beasts who roam the plain are the followers (both man and beast) of Hynand in this world.

In the days before civilization, all men worshipped the natural world and in the days since, those true to Hynand have done the same. Thus all those who are ignorantly called priests of Hynand and actually worshippers of the untamed natural forces of the ancient world. They call themselves Druids and have strange powers of shape-shifting.

Ishai, God of the Magi

Ishai, God of the Magi is said to have once been a mortal man who found the secret pass through the Encircling Mountains that leads to the land of the gods, Amnassem. There, he spied upon the gods for many years, copying their knowledge into bound books of papyrus. After many years, he returned to Kazuria and with his newfound knowledge he became the most powerful mortal ever. His intimate knowledge of the elemental forces of which the world is comprised allowed him to create a science, whereby he could teach any mortal to manipulate these forces.

Seeing that his power was beginning to exceed their own, the gods offered Ishai a place amongst their number on the condition that he ration his knowledge and keep secret the most powerful science. Initially, Ishai would not agree but when the gods promised to show him their very deepest, most hidden knowledge of the universe, he withdrew behind the Encircling Mountains, leaving a son and daughter to lead his followers in Kazuria.

Ivno, God of the Encircling Ocean

Before Ivno, Kazuria was surrounded by a shallow sea, covered in weeds and filled with twisting, writhing creatures. In those days, it was possible to wade across the ocean to distant realms but only if one could face the terrible amphibious monsters, which teemed through the waters.

In those days, Ivno was a god of travel who spent most of his time away from Kazuria, visiting other lands and their gods. But one day, upon his return to Kazuria after a long voyage, he saw that the sea and its creatures had crept up the rivers and spilled out onto the land, terrorizing the people. The other gods sought his counsel to determine how they might purge the land of these foul creatures. After much debate, the gods chose to dredge the sea in a great arc, surrounding Kazuria and cutting off the other realms. Some of the foul creatures found refuge at the bottom of the trench, others on the shores or in the estuaries but most died. For this reason, Ivno is the enemy of amphibians.
Kedlund, Son of Ishai

When Ishai passed beyond the mountains through the secret gate to Amnassem, he left a son and a daughter: Kedlund and Mizithra. Kedlund the Archmage was an obedient son who soon became the chief of Ishai's order on earth, a group called the Magi. His order offered great power in exchange for loyalty and discipline. All who wished to study with the Magi were admitted to the First Circle; initiates who proved that they would not abuse their knowledge of science could then pass into the Second Circle. And those who proved both apt pupils and persons of restraint would be admitted to successive circles.

It is said that there are nine circles of Magi, the highest of which is occupied by the Archmage and the Archmage alone. To ascend to each circle, the mage must swear to a Code that prohibits abuse of his powers and binds him to maintain the elemental balance of the world. As well, he must pass tests showing that he has deepened his understanding of science. Only one member of the eighth circle may ascend to the rank of Archmage. When he does so, his soul merges with that of Kedlund and all previous archmagi to make him part of the living god Kedlund who rules from the College of Magi on Exetubin in Lake Iriktova.

Ksheytrand, God of Empire

After the coming of the Four Sisters, there was a long time of peace but as the Sisters brought such plenty to the land, the number of people in the world multiplied. Soon, it came to pass that as land passed from fathers to their sons, the once great plantations and fields were divided and divided again. Strife arose as each generation found itself poorer than the one that went before. This strife grew to war as men banded together into states and fought one another, each state seeking to increase the size of its lands.

After many centuries, the people found themselves constantly at war, each state coveting the others' verdant fields and promising them to the young men they levied to go to war. Greatest amongst these states was the state of Kazuria. Still, Kazuria was not immune to the strife of other states and so there came a time that the great king Mandaloth was nearing the end of his life. Instead of dividing his realm in two, he willed to his eldest son Oramon the fields and plantations and pasturelands while to his youngest son, Ksheytrand, he willed dominion over the city of Kazuria.

Both sons were pleased with the old king's choice, though few understood the reasons for Ksheytrand's pleasure. But as time passed and Oramon fought constant wars, the city of Kazuria grew in might, its citizens growing fat from trade and learned in the arts beyond any men in the world.

When Oramon died childless in battle, his lands passed to Ksheytrand who surprised many by arming Kazuria's warriors with weapons of great beauty and craft, building siege engines beyond the learning of other men and enlisting mighty wizards in his army. For the next forty years, the realm of Kazuria grew, swallowing state after state. But instead of giving the lands of the other states to the young sons of Kazuria, the kings and queens of the other states were left on their thrones and their nobles left on their plantations if they would swear fealty to the Kazurian throne.

At the end of forty years, Ksheytrand had unified all of what is now Kazuria. And the people loved him for he had given them knowledge, justice, writing and taught them mighty arts and cunning crafts. Instead of fighting to inherit their fathers' lands, sons now fought for the chance to enter the imperial bureaucracy or join the imperial guard.

Seeing the great peace and prosperity of the people, the Gods asked Ksheytrand to pass into their realm and join them after his death that the Gods might achieve a peace themselves as great as that enjoyed by men.

Kurauno, God of the Underworld

At the beginning of time, the gods were numerous and varied. A few protected the mortal creatures of the world but most hated or indifferent to them. To protect the mortals, the Gods of the Veld fought a long war against the other gods to expel them from the world of mortals. Most of the Gods of the Veld died in this war, sacrificing their lives for the lives of men and beasts. Of the gods expelled from the ordinary world, Kurauno is the only god whose name is still remembered. It is said that there were dozens of gods who were placed beyond the reaches of the mortal world, now worshipped only in realms far from Kazuria or not worshipped at all. These gods are known sometimes as the Other Gods or the Nameless Gods

But Kurauno is remembered because while the Nameless Gods joined the Gods of the Veld in battle, Kurauno wrought a deep magic binding himself to Zhivathavno, the God of the Sky, linking their fates for all time. For he knew that no matter how angered the other gods could become, they would never sacrifice the sky, being lovers of the stars and sun just as mortal man was.

So while the Nameless Gods fought against the Gods of the Veld for dominion over the ordinary world, Kurauno retreated, betraying the Nameless Gods to cast his spell. As soon as the spell succeeded, the plan of Kurauno was laid bare to the Gods of the Veld but it was too late. Instead, the gods were forced to cast a counter spell, removing both gods almost totally from the world. The sun retreated high into the sky and the stars became little more than pinpricks, unreachable by man. The underworld, too, was withdrawn from the world and became almost totally unreachable by mortal man. Some speculate that the underworld now hangs in the night sky, too, a white ghostly presence chasing the sun through the heavens. Others say that it has been pushed farther down, leagues below the deepest mines. All followers of Kurauno seek to liberate their god and find a way for him and the Nameless Gods to re-enter the world.

Lucky Jim

Take an eye for an eye
Take a tooth for a tooth
Just like they say in the Bible
Never leave a trace or forget a face
Of any man at the table
When the moon is a cold chiselled dagger
Sharp enough to draw blood from a stone
He rides through your dreams on a coach
And horses and the fence posts
In the midnight look like bones

Well they've stopped trying to hold him
With mortar, stone and chain
He broke out of every prison
Boots mount the staircase
The door is flung back open
He's not there for he has risen

Well he once killed a man with a guitar string
He's been seen at the table with kings
Well he once saved a baby from drowning
There are those who say beneath his coat there are wings
Some say they fear him
Others admire him
Because he steals his promise
One look in his eye
Everyone denies
Ever having met him

He can turn himself into a stranger
Well they broke a lot of canes on his hide
He was born away in a cornfield
A fever beats in his head like a drum inside
Some say they fear him
Others admire him
Because he steals his promise
One look in his eye
Everyone denies
Ever having met him
Ever having met him

(Yes, this is the song Black Wings by Tom Waits -- I always wanted to come up with a D&D game based on it)

This is the song sung by bards about Lucky Jim; many are mystified by what the term "bible" might refer to. Most formal religions dispute whether Lucky Jim is a god. He is only recognized as such by worshippers of Mizithra and Hynand. Lucky Jim is thought to be somewhere between 100 and 200 years old and is believed to have been born in a field of maize somewhere near Veldrek to a woman who died in childbirth. Legends abound as to the identity of his father, the most popular being that he is the son of a giant praying mantis.

Lucky Jim has many followers but has no church per se. In fact, it is somewhat unclear as to whether Lucky Jim even knows that he has followers. Nonetheless, his followers can be divided into six basic groups: the Messengers, the Little Jims, the Holy Assassins, the Healers of the Undeserving, the Weedmen and the Unravellers.

Miranov and Orthanov, Sons of Ksheytrand

When Ksheytrand died, he left two sons. The eldest, Miranov soon ascended to the throne after his father but where his father's rule had been peaceful, Miranov's inflamed old rivalries and set the kings and nobles of the land against one another. Where his father's rule had been equitable and fair, Miranov's rule was capricious and cruel. Where his father had gained the respect of the people, Miranov ruled through fear. But the work of Ksheytrand would not be undone; the empire did not fall or fragment. Instead, the kings and nobles of the land convened a great council in Kazuria where they voted to be ruled by Orthanov, Ksheytrand's younger son.

Miranov appeared to accept their decision, believing that Orthanov would soon become as unpopular and untrusted as he, that the people might find themselves yearning for his return. But instead, Orthanov righted wrongs and settled feuds and soon became nearly as beloved as his father. Even to his hated older brother, he was generous, treating him as a trusted councillor and according him great respect and a place at the right hand of the throne.

But this respect and generosity merely inflamed Miranov's hatred of his brother. And so, after a time, he challenged his younger brother for all that he had gained, invoking his ancient right to a resolution by a single combat. Being bound by the ancient laws, Orthanov accepted and the two brothers fought in the Great Arena of Kazuria before thousands assembled to watch this duel.

While Miranov was not a good ruler, he was a great swordsman and he quickly dispatched his brother, who had refused a champion, in single combat. So impressed were the gods with Orthanov that upon his death they granted him a place among their number. But Miranov petitioned the gods for the same status, saying that he had won his brother's place amongst the gods in the trial by combat. The gods were divided on this matter, questioning the interpretation of the ancient law but finally they decided that Miranov and Orthanov would share a single place amongst their number, one sitting with the gods while the other continued to rule Kazuria.

And so it is that when the Emperor is fair and just, Miranov sits amongst the gods while Orthanov inhabits the emperor's mortal form and when the Emperor is tyrannical and corrupt, Orthanov sits amongst the gods while Miranov inhabits his mortal form.

Mizithra, Goddess of Oracles

When Ishai passed beyond the mountains, some of his followers would not agree to be bound by the rules set down for the Magi by Kedlund. The leader of these people was Mizithra, the daughter of Ishai, learned in his craft. Mizithra became an outlaw, despised alike by the Magi and by the Gods. While the Magi became leaders and bureaucrats, Mizithra's followers became wanderers. Where the Magi prized reason and careful study above all other virtues, Mizithra's followers prized independence and intuition.

Not being bound by the rules of the Gods, Mizithra's followers were sought out for many years as oracles and seers, unique amongst all people in being able to see into the future. Many, including Mizithra, believed time was powerless over her until one day she was wounded by a great and powerful mage and lay dying. It was then that she came to peace with her father Ishai and in exchange for continued immortality agreed for her followers to be bound by the laws of the gods.

Rovnoth, God of the Encircling Mountains

After the Gods of the Veld locked the Nameless Gods outside the world, they too chose to withdraw from Kazuria and leave the realm to mortals. When they decided this, Ivno had already dug the Encircling Ocean and the Sky and Underworld had been taken out of mortal reach. Not wishing to permanently cut themselves off from the mortal realm, they could not withdraw beneath the earth, above the sky or beyond the seas so they raised the encircling mountains in the west of Kazuria and withdrew to a plateau beyond the impassable wall of stone.

Because a time may come that the gods need to re-enter the world or a mortal needs to reach the gods, Rovnoth created the Gate of Amnassem, in a high pass which leads to the realm of the gods. As the god of the mountains and Keeper of the Gate, Rovnoth represents everything about the earth that the Four Sisters do not. Where the sisters are yielding and maleable, Rovnoth is hard and unbending; where the sisters are fertile and generous, Rovnoth is cold and inert.

Rovnoth is the enemy of Hynand who holds him responsible for the Gods' decision to divide god from man and man from beast.

The Four Sisters
(Segweru, Sekari, Seyuru and Sechavi)


The four sister goddesses are said to have crossed the sea from a far-off realm in the days when Hynand still ruled the Veld. Their ship was made of a giant gourd of an unknown plant which cannot grow in Kazuria. When they arrived, they found men living like beasts, killing one another, even their own children. While the men fought and foraged, many women had taken refuge in caves to shelter their children.

The Four Sisters led the women down from the caves, first to hillsides they taught them to terrace and till and eventually out onto the Veld. Soon, men joined the women in tilling the fields and planting crops and civilization began. Each sister led her followers to a different place -- Sekari to the foothills of the highveld, Sechavi to the plateau of the highveld, Segweru to the midveld and Seyuru to the lowveld. Since then, every farmer has had to swear their devotion to only one of the four sisters; every tiller of the soil must prize one crop above all others -- herbs, spices, maize or aloe.

Zhivathavno, God of the Sky

Zhivathavno, it is said, loves mankind more than any other god. It is for this reason that he agreed to withdraw from the world to protect mortals from his sworn enemy Kurauno. It is said that each star in the sky is one of his children who died in the war against the Nameless Gods. On the anniversary of their deaths in the great war, he weeps for them, drenching the Veld in his tears.

There is much debate whether Zhivathavno lives on the plateau with the Gods of the Veld or whether he is consigned to live like Kurauno, removed from the world, trapped in his own realm.
 

Part 2 : Elven Gods

Abujamus, God of Magic

(I never finished this write-up)

Fuella, Goddess of the Meadow

Long, long ago, when the whole world was a great thick wood, there lived four sisters: Fuella, Kentris, Merimia and Ylivia, daughters of Lalamia, Goddess of the Wood. Of these sisters, the youngest was Fuella and by the time she had grown to womanhood, her sisters had been favoured by their mother with important tasks.

And so, Fuella passed her days in idleness, conversing with Kentris's nymphs and dryads and bathing in Merimia's deep pools. It was on one such idle day that the first sundering of the wood came about, when the dark gods Rovnoth and Hvaya, enemies of Ylivia broke the soft earth with harsh stone, raising Fuella and her grove far above the eaves of the forest.

Lost and alone, unable to climb down the sheer cliffs back to the enveloping coolness of the wood, Fuella foraged through the rocky land, seeking food and water not only for herself but for the nymphs and trees uprooted with her. For many seasons, Fuella's life was hard as she watched the mighty trees around her wither and die, never to return to the high rocky land in which she was trapped. But after a time, she found that while the trees withered, tiny grasses and flowers flourished and so she and her nymphs carried lichens and mosses and flowers from one rocky crag to the next, suffusing the rocks of her realm with blues, violets, reds and greens.

So it was that a hundred years hence, when Ylivia and her other sisters found Fuella in her high, windy realm, she could not be persuaded to return to the dark, cool wood but was instead content to remain in her meadows, from which she did not depart until the days of the Iron Wars.

Kentris, Goddess of Nymphs and Mendarchis, Goddess of Half-Elves

In the darkest days of the Iron Wars when all sides of the First Wood were burning, the elvish race was in despair. Though wiser, stronger and more powerful than the humans, so great was the number of humans that the elves despaired. When a hundred humans were defeated, a hundred more appeared in their place and as the wood gave way to pasture, the power of the humans waxed strong.

It was at this time that Kentris, mother of the nymphs withdrew deep within the centre of the First Wood to meditate upon how to save her people. In the grove at the wood's centre, she wove a powerful magic about herself, transfiguring herself into the most beautiful human woman. It was in this form that she stole past the edge of the forest and into the camp of the most powerful warrior of the humans: Seyuru, a man of great strength and savagery.

To Seyuru, Kentris was irresistible, a vision of beauty and he bedded her in his tent the night they met. Kentris stayed for nearly a year with Seyuru and his army as they cut through the First Wood. At nights, she would steal out of his tent and into the forest where she would warn the her children, the nymphs and dryads of the army's coming. And as the year progressed, she felt the half-elven child growing within her.

On the day of Mendarchis's birth, Seyuru called his warriors back from the field to witness the miracle of the birth of his heir. The other three great Kings of War also came to honour their comrade in his moment of joy. High priests and great magi were summoned to bless this child of Seyuru but in the moment of birth, Kentris dispelled the powerful magicks that cloaked her form and revealed herself as an elf and Seyuru saw his only child as the half-elf that she was.

Enraged, he drew his scimitar to slay his wife but Kentris was too quick and snatched his daughter, stealing away into the forest. Though filled with rage against elvenkind, Seyuru stopped his army's advance into the forest, fearing that his child might be hidden in any grove they burned. And so, after many years of war, an uneasy truce grew between elves and men.

After a time, when Mendarchis was fully grown, she yearned for the lands of her childhood and came wandering across the battle plain. Where there were stumps, Mendarchis planted poplar trees; where there was desolation, Mendarchis sprinkled the corn of her father with the petals of her mother and so grew the fields of sweet, fragrant blue corn in the East of the First Wood, tended by the children of Mendarchis.

Lalamia, Goddess of the Wood

(No description done)

Merimia, Goddess of Fresh Water and Mizithra, Goddess of the Glade

In the days of the Iron Wars, each of the elvish goddesses took up a special task in defence of the First Wood. While Lalamia gave her people bows and staves and Kentris entranced weak willed soldiers, Merimia's diverse powers were always stretched to their limit. Her waters were needed to douse the flames, to cloud the sky and to carry the elven ships across Lake Iriktova.

Yet within her resided another power: the power of the mirror. In clear, calm waters, Merimia could make a reflection, a thing like yet unlike to the creature enchanted by their own image. It was in the days that Merimia was most taxed that a powerful sorceress, the daughter of Isshai, enemy of Abujamus attacked the wood with fiery magicks, engulfing ancient groves deep within in a strange blue fire.

Unable to douse all of the flames, Merimia wrought a deep magic that lured Mizithra the Sorceress to a still pool deep in the wood where she cast a spell dividing from herself a portion of her power with which she imbued Mizithra's reflection. Caught unaware, Mizithra stood entranced as another Mizithra, like but unlike her rose from the pool and smote her with a cold blue flame.

Ylivia, Goddess of the Drow

At the height of the Iron Wars, when the Sacred Groves were burning all over the First Wood, Ylivia, Goddess of the Earth led a mighty army of elves against the hosts of humankind. Bravest and strongest of the Goddesses, she strove for mastery against the innumerable humans who beset elfdom. And for many hundreds of years, standing with her sister goddesses, she held the humans at bay, every now and again even seeing forest or prairie encroach into the rude human fields.

But though ageless, Ylivia was worn by the unceasing battles with the rapacious human hosts and after a time, she became embittered not only against her human enemies but against the elves she shielded from them. She begrudged her children's place in the van of the elvish armies and the weakness of her allies. And at the same time, facing the humans every day, she came to admire their ingenuity, their craft and their proficiency with metalwork even as her hatred of their race deepened.

And so, secret from her sister goddesses and the army of elves, she disguised herself and stole into the territory of the humans to parley with their leaders. No one now lives who knows the content of the treaty of peace which she made with the human beings but it is said that the pact is inscribed on a stone table in a grove of trees that no one has found since the day of the fateful pact. But this much is known: Ylivia and her elves, the strongest of elvenkind agreed to leave Iron Wars and in exchange, human beings gave them that which was not theirs to give: dominion over the Underworld.

The day following the pact, Ylivia's elves were gone before battle was even joined and the human hosts drove back elvenkind in the first defeat of the Iron Wars. But the Drow elves were already out of sight, vanished into the caverns beneath the earth's surface or high above the field, borne on air ships to the surface of the moon.
 

Part 3 : General Explanation

THE EMPIRE OF KAZURIA

Kovaus is a city in the Empire of Kazuria, a theocracy ruled by the Emperor, a human possessed by two competing gods: Miranov and Orthanov. When the empire is prosperous and orderly, it is Orthanov who is ascendant. When the empire is tyrannical and corrupt, Miranov is ascendant. But for as long an anyone can remember, the two gods have been so evenly matched that the emperor has not ruled. He sits in his throne room in the City of Kazuria, locked in debate with himself. So it has been, emperor after emperor, for hundreds of years.

As a result, power has flowed away from the empire's dwindling army and into the hands of the great cities -- the imperial bureaucracy was long ago hired away by the city governors. For the most part, the vast realm is ruled by local dukes, barons and counts who abide in fortresses or cities. Between these local rulers' spheres of influence is a wilderness of abandoned farms, decaying roads, wild beasts and bandits.

At its height, Kazuria encompassed the entirety of the known world, bounded in the south by the First Wood, in the west by the Encircling Mountains and in the east and north by the Sea. As the empire fell into decline, the lands north of the Veld fell first, the empire retaining only the Fortress of Ford in the West and the City of Phage in the East. Today, only the delta of the Yorinz river is ruled by the imperial bureaucracy, encompassing only the 100 miles of river from Kazuria to Ikthol.

What little unity remains in the realm of Kazuria comes from the Magi -- a powerful guild based on the Island of Exetu in Lake Iriktova. While there are only imperial bureaucrats left in Kazuria, Ikthol and Mithlond, there is a guild of the Magi in every large centre in the Empire. Like the Emperor, the Archmage is possessed by the spirit of the god Kedlund who forms the link between the magical otherworld and this one. It is said that if Kedlund withdraws from the world, magic will begin to flow out, never to return. It is for this reason that while the Magi have few friends, they have even fewer enemies.

Part 4 : Gods Tables

God Description Alignment Domains
Hynand God of Beasts Neutral Animal, Strength, Trickery
Ishai God of the Magi Lawful Neutral Knowledge, Trickery, Magic, Law
Ivno God of the Encircling
Ocean Chaotic Neutral Water, Chaos, Destruction, Travel
Kedlund Son/Avatar of Ishai Lawful Neutral Knowledge, Magic, Law
Ksheytrand God of the Empire Lawful Neutral Law, War
Kurauno God of the
Underworld Neutral Evil Evil, Earth, Death, Strength
Lucky Jim Winged folk hero Chaotic Neutral Luck, Death, Trickery, Chaos, Destruction, Travel
Miranov Son/Avatar of
Ksheytrand Lawful Evil Law, War, Evil, Destruction
Mizithra Sister of Kedlund,
Goddess of Oracles Chaotic Neutral Luck, Trickery, Chaos, Magic, Fire
Orthanov Son/Avatar of
Ksheytrand Lawful Good Law, War, Good
Rovnoth God of the Encircling
Mountains Lawful Neutral Protection, Law, Earth
Sechavi Goddess of Herbs Chaotic Good Plant, Good, Protection, Animal
Segweru Goddess of Spices Chaotic Good Plant, Good, Magic
Sekari Goddess of Aloe Neutral Good Plant, Good, Protection, Healing
Seyuru Goddess of Maize Lawful Good Plant, Good, Strength
Zhivathavno God of the Sky Neutral Good Good, Sun, Air

God Description Alignment Domains
Abujamus God of Magic Neutral Knowledge, Luck, Magic
Fuella Goddess of the Meadow Neutral Air, Plant, Sun
Kentris Goddess of the Nymphs Chaotic Good Chaos, Good, Luck, Trickery
Lalamia Goddess of the Wood Neutral Earth, Plant, Knowledge, Protection
Mendarchis Goddess of Half-Elves Neutral Good Luck, Strength, Travel
Merimia Goddess of Fresh Water Neutral Good Water, Healing, Travel
Mizithra Goddess of the Glade Chaotic Neutral Water, Trickery, Chaos, Magic, Fire
Ylivia Goddess of the Drow Chaotic Evil Chaos, Evil, Knowledge, Earth
 

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