Religion & Divinity
The Power of Faith Across Aerith
Introduction:
Religion on Aerith is a complicated subject. There are many forces that command God-like powers and are the object of devotion to nearly all forms of sentient life. It is this devotion that to a large extent fuels the power of these entities so garnering more followers is a serious matter for organized religious bodies.
There are, however, just as many organized groups who pay homage to everything from false Gods (in the sense that the “God” doesn’t actually exist at all) to political leaders to specific aspects of real divine beings. In these cases the reason for garnering followers is purely for profit rather than salvation or servitude.
This universe has seen great power shifts in the heavens that have shaped the world as it is known today. Therefore, to explain this complex system of faith, we will start before the beginning.
The Circle of Nine & the World of Old:
No divine hand crafted Aerith. The entire universe that Aerith calls home was crafted by a guild of supremely powerful arcane magic users from an alternate reality that were once known as The Circle of Nine in an attempt to escape a holy war brought on by the Gods that now predominantly control Aerith. This universe is a living experiment in creation that almost worked perfectly. Flawed as it may be, it has flourished in the wake of cataclysm, war and unending turmoil. The pantheons of Aerith took control of this fledgling universe shortly after the destruction of what we will simply refer to as – the world of old.
Nothing is known of the world of old by Aerith’s people – nothing. However, the conflict of the Gods is as old and as timeless as they themselves are. Their struggles against one another are recounted in the myths and legends of Aerith’s peoples and woven into the dogma of the individual faiths, philosophies and religions.
The various pantheons have been at war with each other for countless eons. Their conflict choked and destroyed the world of old eventually erupting into a global holy campaign, a war to end all wars. Their fighting had grown so bitter that neither side cared what the cost of victory would be. The very universe itself was ripping apart at the seams with savage battle. Legions of zealous followers marched to their deaths, some performed soul ravaging atrocities. The slaughter and chaos was unimaginable.
With total annihilation seemingly unavoidable, the Circle of Nine enacted their plan to craft a world to call home. Each of these supremely gifted and powerful magi, used their unique talents to rip open a rift in the fabric of the multiverse. It was this very act that was the spark of creation, the “Big Bang” that created the universe that became Aerith. The last of the wizards was called Entaris. He was a master of the strange, dangerous form of magic called Chronomancy. It was Entaris that started the flow of time in this new universe and it was he alone who knew that the speed of time was vastly accelerated in this new world, relative to the pace in the world of old. What would be days to the Circle of Nine proved to be millennia in Aerith.
Entaris did this in the hopes that the living beings that were to be smuggled away from the dying world of old would have time enough to cultivate a new home without any further outside interference. However, not even Entaris, with his mastery over time itself could have foreseen what this act of creation had brought about and what it would mean to the beings who now called it home.
On Aerith, billions of years would come and go while the Circle of Nine carried out the final stages of their plan, preparing for the final confrontation between the Gods that were on the brink of destroying the world of old. As a final confrontation between the White Knight Derenthen and his nemesis the Night Emperor Malkaviss drew near. Their battle was fierce, but in the end Malkaviss was slain, although not before deforming Derenthen by severing one of his wings. The demi-god Deveren, brother of Derenthen’s wife Kalina had been felled as well, tainted and corrupted by the dark god Lazzill. Both sides had sustained terrible losses, power waned and the world itself began to die. It was then that Malkaviss’ son Nardule, the child-like demon god discovered the portal used by the Circle of Nine. What was discovered on the other side was nothing short of extraordinary.
The Ky’ian Adratch:
The burst of arcane energy released by the Circle of Nine gave substance and structure to this new universe but the energy was chaotic and in a constant state of highly unstable fluctuation. In this closed universe there was a tremendous level of high entropy of arcane energy. Over time the first things to form a consistent manifestation were beings known as the Ky’ian Adratch. They were formless self-aware entities that arose from the overwhelming arcane energy of creation.
Alone in the void of the early universe the first of the Ky’ain Adratch became self-aware. Looking into the vast emptiness it could only determine that this endless chaos was itself. Its first thought was “This am I.” In time however, more of these self-aware entities took form each looking into the dark and coming to the same realization. As these formless beings traveled the void they began to encounter one another. When they did so, a new thought occurred to them. They saw other self-aware beings that had spring from the void that they had previously concluded was what they themselves were and while they still acknowledged the idea of “This am I” in relation to these other Ky’ain Adratch there were obvious differences in thoughts and perceptions. As such, they sought a way to understand themselves and each other. As the chaos of creation began to subside into order (something they are partially responsible for) they watched with great interest and curiosity the development of mortal beings and their less evolved levels of consciousness.
The Ky’ain Adratch are still technically present in the universe, content with an existence of endless contemplation of matters that mortal minds simply cannot fathom. However, for their own reasons, they will appear in exceedingly rare instances to mortals, taking different forms. These manifestations are sources of wonder and awe to those who behold them. Their ultimate goals and agendas are not understandable by mortal minds. They sometimes seems contradictory, or fickle, malicious, beneficent, overbearing or totally absent but in truth what they are doing is trying to understand lesser, awakened minds as well as how they can still influence their universe, the other Ky’ain Adratch and the mortal mind. As their nature is pure consciousness that recognizes itself as just that, these beings have no need for the politicking and strife that beings mortals know as Gods succumb to. Their ultimate goal is simply to understand.
The exact number of Ky’ain Adratch is unknown and to early mortals they seemed to be at odds with one another. However, it is their mortal misinterpretation of the affairs of higher conscious beings trying to understand the overwhelming complexity of these ancient conscious minds. In other words, the underlying monad of the universe has just started to understand and experience itself.
There was a time, in the ancient past where they were known to grant powers seemingly at random or via complex rituals or as a reward for a sacrifice of some kind. They would occasionally speak and give instruction to mortals or likeminded groups of mortals, though their individual goals sometimes seemed to conflict. Mortals interpreted the interaction with these forces of higher consciousness as a religious experience. Their “orders” or “divine insight and guidance” and bestowment of powers to those that these entities communicate with are the their way of testing the waters and trying to understand their own relation to the other Ky’ain Adratch, the lesser minds of mortals, their impact, affect, effect and influence over their immediate mote of the universe as well as the universe as a whole.
This interaction created a wide variety of primitive religious systems. The Ky’ain Adratch in time found that their messages were often being confused. Mortal minds are not equipped to deal with their level of thought. They are of a higher order of conscious beings and since mortal minds cannot handle direct interaction, their messages are passed along in the imperfect languages of mortals as well as through images, dreams, insights, visions, etc. that are often misunderstood or misinterpreted by mortals who act according to those errors and misjudgments which causes far more harm than was intended, thus the intervention of a Ky’ain Adratch is essentially unheard of in the modern era. Ever changing, constantly evolving and learning these beings are and will forever be operating at a much higher level of consciousness.
Lost Civilizations came and went. Their minds looked for sources of strength, protection, understanding of their world and a means of relating to and integrating with that world mirrored by their own forms and working with the sum of their knowledge of their world up to that point. They created gods as icons of specific forces, values ideals and spheres of influence. This was a very early, very primitive effort by Ky’ain Adratch to manifest themselves and exert their influence over mortal, finite beings and minds.
The Path of the Iouns:
The stars and their positions have long been an essential aspect of life on Aerith as well as other planets in the galaxy. They are important for such things as navigation and timekeeping, but are also a necessary for certain aspects of religious ceremonies and arcane rites. Their powers and energies are harnessed to fuel magic. The stars also hold a great deal of information about the true nature of the universe itself, and are often referenced in prophecy. Early on, mortals began to see that the planets, moon, sun and stars moved along predictable routes through the Zodiac Constellations.
In time they developed religious systems based on astrology. They used their calculations to practice divination and developed a rigid system of hermetic style ritual magic to invoke the powers of the planets. This magic actually worked as the astrological calculations were correct and did have unseen influence in the real world. The ritual magic was very hard to get right, and some spells could only be cast during certain alignments of planets and stars so in some cases it could be many years, or centuries before a spell could be cast again.
Constellations:
-The Scorpion
-The Wolf
-The Toad
-The Twin Stags
-The Owl
-The Knight Errant
-The Embrace (two lovers holding each other)
The Battle
The Plow
The Storm
The Gale
The Vipers
Important Planets To The Path of Iouns:
The Dragon Gods:
As time went on the oldest of the dragons, worshipped by followers and lesser dragons alike amassed such power that they could bend and mold the fabric of the world to their whim. So great was their might, they were required to do less and less and lived only to be appeased. They had reached a point in their existence where they had transcended their physical bodies, even their very spheres and dwelled as ethereal entities, able to project their essential essence onto mortals and dragons alike, granting them limited use to their powers. They became known as the Dragon Gods to mortals, or as The Great Wyrms to their dragonkin.
The Paragon Dragon Gods:
The Great Wyrm Serathor
The Great Wyrm Audalius
The Great Wyrm Olundirr
Paragon Dragons:
Paragon Dragons represent qualities and more or less goodly ideals. They are able to change shape at will into an animal form that represents their inner nature. They can also transform themselves into a terrifying dragon-animal hybrid. Just like all of dragon kind they harbor the belief that they are masters over the world and as such, over the lesser races. However they do so with fairness and compassion. Their subjects are treated with respect and no small degree of empathy.
Primal Dragons:
The first dragons to appear on Erith, Primal Dragons represent the base instincts of the people that created them - Hatred, Fear, Rage, Greed, Lust. They are wily and selfish creatures that believe not only in draconic rule, but that their sphere, as the oldest, is by right master over even the other dragon races. Able to change shape at will into any of the demihuman races, they have been known to infiltrate and subvert the worship of dragons they wish to control. They were the first to approve the Sentinel Conclave and delight in pulling the strings of power to their own base ends.
The Primal Dragon Gods:
The Great Wyrm Taranas
The Great Wyrm Nagul
The Great Wyrm Golgrath
Awakened Dragons:
Awakened Dragons represent aspects of the natural world – the elements, weather even natural disasters. They are tricksters and childlike, viewing the world and its people with an inspiring sense of detached interest and amusement. Many enjoy thinking, puzzles, riddles and jokes which they passionately collect. Much like their nature they are slow to act and even slower to decide. But when the time comes they bring with them the fury of the natural world. They can change shape at will into the individual aspects of their nature. A storm dragon can become a fierce thunderstorm, or a gentle spring rain.
The Awakened Dragon Gods:
The Great Wyrm Akuranoth
The Great Wyrm Morkara
The Great Wyrm Sembassa
The Dragons and the Dragon gods are the physical manifestations of the lower or base impulse systems of the consciousness of mortals. They take the form of fear, desire, hatred, lust, greed, sloth, envy etc. Etc. They formed using the residual creation magic that sparked the creation of the Boltz Brains. They look upon mortals as little more than slaves, servants, cattle. They seldom take on a solid form. They are like amorphous, dreamlike, changeling in appearance.
The Great Houses:
As cracks began to form in the foundation of the conclave, the Draconic Spheres gathered their worshippers and loyal followers into what would be known as the great houses. By now some of the oldest dragons were able to grant the will of their most favored, conferring on them slivers of their magical power in exchange for their near fanatical devotion. Eventually the Sentinel Conclave was disbanded and Aerith fell to the rule of the great houses. It was during this time that the gods entered the world and saw what had been hidden from them for so long. The moon Argentiss was suddenly shattered and remained fixed in the sky. The God Derenthen appeared in what is now Alaecia and bid those who witnessed him to begin construction of the Cathedral of Light.
House Agreccia
House Tavian
House KelElune
House Azar
House Ordrell
House Respaesian
Their immediate thralls are the wyrms (classic D&D type dragons) which are not as powerful in terms of magical abilities and not quite as smart but are still formidable and dangerous. They carry out the will of the Dragons. Under them are various species of drakes, wyverns etc.
Under them are the Szraga. Bipedal Dragon-like humanoids. They serve as brutes, enforcers and front line soldiers.
The Pantheons:
Aerith is partly ruled by a vast pantheon of gods. These gods are not simply myths or explanations of natural phenomenon conjured up by simple people from a simpler time. The gods of Aerith are fully conscious beings with intellects, desires and emotions who take an active interest in the lives of their worshippers. They speak through their priests and clerics, and allow true believers the power to perform wondrous miracles on their behalf.
The pantheon of gods and the people of Aerith have a symbiotic relationship. The sentient races are defined by their cultural station subject to the deities, nourishing them with faith and sacrifices. In turn, deities are defined by their sovereignty over those sentient peoples, punishing and rewarding them, but also dependent on their worship as the source of their power in a sort of unspoken power struggle between the mortal minds that were the true architects of the world versus the will of the gods that merely inherited it.
The gods continue their own eternal struggles, ancient conflicts brought with them from beyond the nexus of Feldark, bitter conflicts and rivalries that spill mortal blood in their wars on Aerith. The gods occasionally appear upon the world in corporeal forms, but more often shape history through worshippers, omens, champions and go-betweens.
Avatars:
All the gods of Aerith retain a small celestial army of personal servants known as avatars. These beings vary greatly in size and shape depending on the specific deity that they serve. Where they come from also depends on the god the serve but many are culled from the ranks of their faithful. Followers of uncommon devotion are rewarded with otherworldly powers and immortality. A god can also create an avatar by sacrificing a small amount of their divine essence. These avatars command the powers of a minor deity and are also effectively immortal.
These beings carry out many different roles, not the least of which is that of a soldier for their god. Attacks and raids between the Immortal Realms are not uncommon and as such, the gods require legions of followers for attack and defense. Occasionally these beings are sent to Aerith to aid the faithful or to foil the schemes of enemy gods and faiths. Most serve as messengers, heralds or imposing harbingers of their patron god’s will. Just as the gods they are their own being, so too are avatars in possession of their own unique consciousness, intellect and emotions though they are always totally loyal to the being that created them.
The Immortal Realms:
The gods of “Unknown Shores” gather in one of the pocket dimensions that surround the universe. There they can be close enough to their followers to grant spells and send their avatars to the mortal realm, but it also means that they can continue their war away from the eyes of their followers and hopefully avert the war that destroyed the world of old.
The Shining Keep of Everdawn - The Pantheon of Light:
The home plane of the Pantheon of Light, the Shining Keep of Everdawn stands on the front lines of the eternal battle between the forces of good and evil. Constructed in one of the infinite parallel planes around the Shattered Sphere, the Keep is the meeting place of the gods and home to their avatars and servants.
The Void at Star’s End – The Pantheon of Existence:
Star’s End exists in the void between all things, it is difficult to explain just where the neutral powers of the universe congregate. Nevertheless, the formless void between the stars houses the neutral pantheon and their servants. It is the mind that brings substance there, and because it sits at a nexus of convergent powers, their influence can be felt across the universe.
The Fortress of Storm Shackle – The Pantheon of Man:
In the darkest, foulest pits where the most profane energies of the universe gather is the great fortress of Storm Shackle. The howl of tormented souls pierces the ears and ravages the heart. There the dark gods gather and scheme. The avatars and servants lurk in the shadows, awaiting a death on the battlefield of Aerith.
The Cathedral of Light:
Founded by the former Dragon Cleric Uralio Vassa, the Cathedral of Light has stood for millennia as a beacon of order, compassion and reason. It has been at the center of many of the events that have shaped the course of history. Currently located in the city of Azura, in the country of Alaecia, the Cathedral draws pilgrims from all over the world to its dizzying towers and to the lesser temples and shrines below.
Xanus Marius Severus Thraxus & The Great Crusade:
Xanus finishes up with the dragons and assembles an army to conquer the lands beyond the veil in the name of the cathedral. He never returns. Years later some generals and soldier return with stories of their exploits. Etc.
The Sanctuary:
Constructed over a span of 122 years, the Sanctuary has withstood time, invasion and war. It stands as a shining example of what is possible through the actions of men of faith. The Sanctuary is made up of a large circular gothic cathedral, surrounded at seven points by lesser cathedrals to each of the gods. The center cathedral contains a shrine containing holy relics on public display, and at the center is an open area containing a flower garden and a pure white marble statue of Uralio Vassa, the first Hierophant kneeling before the god Derenthen where it is said the remains of the Cathedral’s first leader are entombed. It is also the site where, during the War of the Talon, that the Mirrin Knight Rann Atanos died as ascended as a redeemed soul. The Hierophant’s tower rises up above the center cathedral and houses the chambers for the College of Saints as well as the personal living quarters of the reigning Hierophant. Alaecian law forbids any building in the canal city of Azura to rise higher than the top of the tower.
The Hierophant:
At the head of the Cathedral of Light, is the Hierophant. The focal point of faith for all those loyal to the Cathedral and its teachings. Nominated by popular vote from among the Chosen Prophets, the Hierophant serves for life. As well as guiding the actions and policy of the Cathedral, the Hierophant serves as a major political figure, visiting and advising heads of state and guiding public opinion to stances favored by the faith. There has always been an odd relationship with the Hierophant and the royal family of Alaecia, some say depending on the generation one is merely a puppet of the other. This point is usually brought up by Reformists from Avindor who still seek to have the Cathedral moved to its borders.
The Daduchous:
Second in command of the Cathedral is the Daduchous, who is always the current Master Knight of the Word. He acts as the scribe and secretary of official proceedings and Cathedral business. He may vote on the nomination of a new Hierophant only in the case of a tie, or absent seat.
The Chosen Prophets:
From among the many clergy ranks of the various gods come the Chosen Prophets. The rare few men and women chosen by divine right to serve their congregation as its representative to the gods themselves. They need not be a ranking member of their particular faith, as the god chooses the soul it wants to stand before it, and speak for their loyal. The Prophets meet four times per year to discuss the positions of the Cathedral on various topics. They are also known to meet during times of special importance, or dire need.
Council of Saints:
In an attempt to glean a better understanding of the ramifications of Cathedral policy on the various loyal Church Nations, the 38th Hierophant instituted the Council of Saints. There, the heads of all nations loyal to the church would gather to advise the holy council on matters of state, and the impact of the Cathedral in their countries. The Council met exactly once. It was never formally disbanded but after the death of the only King of Areeott and the War of Mourning Saints. None of the representatives of the Council saw the need or use. The Council chambers remain but the seats have long since been abandoned
The Ascension of Rann Atanos:
The exact account of the strange circumstances surrounding the disappearance of the infamous commander of the Mirrok forces in Alaecia during the Prophet’s Crusade is a matter of debate even within the Cathedral. The followers of Derenthen however revere both the story and the man as gospel truth.
Rann Atanos was a feared general under the Speaker of Souls and commander of Mirrok’s invasion forces in Alaecia during the Prophet’s Crusade. After a decisive victory General Atanos was grievously wounded by an enemy soldier defending a dying horse. So moved by the action, Atanos took the body and vowed to return it to the Cathedral proper in Azura. He was accompanied by Catherine Elise a knight of the goddess Adelia and a cleric of Derenthen, Aiden Halvair. During the journey back to the Sanctuary, Father Halvair recorded numerous instances of Atanos’ treatment at the hands of the “faithful”, as well as his own repentance.
Upon arriving at the Cathedral, Atanos placed the body in the arms of the statue of Derenthen and collapsed. Near death, a cleric of Derenthen cleaned his wounds, and while preparing to grant him the blessings of the dead, Halvair reports that the statue took the flesh and blood form of Derenthen himself, and he watched as Rann Atanos was taken by his new patron deity into the celestial heavens.
The Knights of the Word:
Following the miracle he had witnessed, Aiden Halvair traveled the world, seeking out other messages and miracles as well as spreading the word of what he had witnessed in the hope that others would follow the example and find redemption. Other clerics and knights followed his example, keeping journals and recording everything they experienced. They evolved into the Knights of the Word and to this day travel Aerith seeking out similar miracles, as well as collecting and pouring over other information and scripture from different faiths and philosophies to discern their meanings, in an attempt to discover the greater truths hidden in their morals and messages.
The Heart of the Word:
Below the Sanctuary, below even the catacombs is a massive vault known as the heart of the word. In addition to their duties, the Knights of the Word collect, and preserve relics and texts of religious or historical importance. The journals of Knights who have passed are kept here, and carefully studied by members of the order. Some of the most important relics to the Cathedral are preserved there when not on public display. The sword that Rann Atanos carried from the battlefield is here, as well as the robes he ascended in. There are other treasures too numerous to account, that the Knights have not yet begun to research.
The Sisters of the Thorn:
Catherine Elise, so awed by the miracle she witnessed vowed that the horrors of war had robbed the world of so much, and that despite his ascension, a good man was still dead. She took the spear that had delivered the fatal blow to General Atanos and returned to her home in what would later become the country of Louve where she began an order of Knights dedicated to the preservation of peace. This all female order of Knights stands today as among the finest negotiators and diplomats in the world. They serve as the personal guard of the Hierophant, and act as his eyes and ears.
Knightly & Mercenary Orders of the Cathedral of Light:
Forever in the service of the Hierophant are a number of formally recognized knightly orders and blessed guards, mercenary companies and private armies. Chief among them are as follows:
The Knights of the Word –
The Sisters of the Thorn –
The Daughters of Mercy –
The Royal Lance Corps –
The Grand Judicators –
Squires
The Pantheon of Light:
Derenthen "The White Knight"
Master of the Light, God of Nobility, Honor & Mercy.
Kalina "The Light"
Goddess of Strength, Healing and the Home.
Savras "The Traveler"
God of Travel, Song, Comradery.
XalKanan "The Archmagus"
God of Magic, Knowledge & Wisdom.
Adelia "The Muse"
Goddess of Love and Beauty, mother of the Fae.
Quaol "The Judge"
God of Justice & Purity.
Ainin "The Lance Bearer"
God of Righteous Battle, Speed & Cunning.
Derenthen - The White Knight, the Sword of Heaven
“Stand for what is right, and I will stand with you.”
Derenthen is the patron of nobility, honor and just combat. He is present where battle is necessary to protect the weak and innocent. He serves as the champion of all things noble and honorable, and is the sworn enemy of the undead.
Home Plane: The Shining Keep of Everdawn
Description: Derenthen takes no other form when appearing to mortals or other deities. He wears a set of brilliant, white plate armor, inlaid with silver and platinum filigree depicting a subtle layer of swan feathers. A single feathered wing stretches from his left shoulder and wraps around him like a cloak. At his back is strapped his longsword and shield.
History: Derenthen first made his presence known to the people of Aerith shortly after the end of the War of Spheres. In the aftermath of the dragon’s own battles, he appeared to the mortal realm in what would someday be the city of Azura, before Uralio Vassa and his followers. There he gave them a vision of the Cathedral they would build, and with their devotion and faith, they would rise up to overthrow their dragon masters.
In the world of old, it was Derenthen that delivered the fatal blow to Malkaviss after the dark god took Derenthen’s right wing. His chief enemies are the followers of Malkaviss and Nardule.
Portfolio: Discipline, Honor, Redemption, Righteousness
Symbols: A silhouette of a long sword wrapped in folded swan’s wings against the rising sun, is the chosen symbol of Derenthen. His followers wear a mithril sword cross of the same symbol around their neck or on a chain around the waist.
The followers of Derenthen also hold the swan sacred. Though beautiful and graceful it is powerful and aggressive towards anything that threatens the peace of its world. Temples of Derenthen are often adorned with statues of the swan, and it can be seen in much of the iconography of the faith.
Organization: The church of Derenthen is run like a military organization. There is a distinct hierarchy of Clerics and Paladins who take and give orders based on their rank in the church. Priests are left to perform the daily evangelical duties of the faith whereas the clerics are used almost exclusively on the field of battle.
It is the duty of both disciplines to preach the ideals of redemption and humility. Priests see to the concerns of the common folk, while the clerics tend to the spiritual matters prevalent among the faithful’s paladins and warriors. Though there is no formal edict regarding who a follower can speak to, tradition dictates who spiritual questions may be posed to.
Followers: Most followers of Derenthen are those who have already dedicated themselves to some discipline. Many are warriors, clerics and paladins. Wizards are not uncommon, but sorcerers are rare. Among the common folk, any law abiding, civic minded citizen is welcome.
Favored Weapon: The longsword is carried by most members of the clergy even if they are only ceremonial quality. Others may carry a functioning blade if they are trained in its use.
Holy Texts:
Tenants of Righteousness: This ancient book was the first model of faith for the followers of Derenthen. It described the codes of conduct that were to be obeyed by all followers of Derenthen. Its importance to the church has never faltered over the years, even with the adoption of Halvair’s Journal as the principal book of faith.
Halvair’s Journal: A product of the modern age of the church, the journal is a written account of a miraculous redemption and ascension of an enemy of the faith. Its stories and simple wisdom were so profound that it caused a radical focus change within the church of Derenthen. The idea of a shining champion vanquishing evil became second to the principle that no soul was beyond redemption.
Dogma: Protect those around you and lead by example. Strive to be a leader, or if that is not your calling, then be an exemplary citizen. Know the laws, know where and how to summon help, learn to rally others to yourself in times of crisis. Keep a cool head. Always lead from the front, never from the back (although those who support from the rear are no less for their having done so). Love your family, your friends, and your nation, if it is just. Protect, defend, and be always fair and honorable. Be the first into a fight and the last out of it. It is better to die on your feet than live on your knees. Protection of and care for victims is more important than avenging the wrongs perpetrated on them. Defend civilization against the wilds and evil that would destroy it. Never miss an opportunity to fly, to feel the wind in your hair, or to watch a sunset or a thunderstorm if you can help it. Experience as fully as you are able.
Derenthen is the most common patron deity of benevolent kings and other heads of state. The god has made it his place to be a mentor to those who lead. As a result, he has done a massive amount of good, a substantial amount of it indirect. His faithful are usually excellent leaders and tacticians and exceptional combat medics as well. Derenthians almost always travel in groups. They draw strength from each other, and have a strong sense of esprit de corps. Their leaders care for their men deeply, and the men, in turn, have literally followed them into the abyss on more than one occasion. They tend to be capable of giving great rousing speeches to lift the spirits of the world-weary and stir the oppressed to rebellious fury.
Initiations & Rites: Pilgrimage for the Unrighteous: Initiates are made to walk the same path that Rann Atanos took before his ascension. It is a grueling, seven day march across the Alaecian lowlands and finally into the temple proper in Azura where they are anointed into the following and begin their clerical training.
Aphorisms:
“May you find redemption.” – This is a standard parting gesture between members of the faith or to those devoted enough to speak it to others. It is meant to imply that there is always something about you that can be made better.
Role of Clerics:
Formal Attire:
Special Dispensation:
The Wing of Derenthen – Once the missing second wing severed from the very back of the god himself by Malkaviss, this massive swan wing was transformed by the god XalKanan into an elegant great sword of incredible sharpness. It’s extremely light weight makes the sword useable by anyone, regardless of strength. The personal weapon of Derenthen is occasionally offered to a paladin or cleric who needs it to deliver a final killing blow to a great evil.
Role of Other Classes:
Myths:
Celebrations & Holidays:
Mass of the Witness: This religious service commemorates the final entries regarding Rann Atanos in Halvair’s Journal. It is conducted during the last sundown in August.
Sorrow’s End: This feast commemorates the liberation of the temple of Derenthen during the first Prophet’s Crusade.
Meditations: During this week long holiday, followers of Derenthen meditate on the nature of the Tenants of their god.
Relics of the Faith:
Trellen’s Spear: The weapon that delivered the fatal wound to Rann Atanos, though housed within the convent of the Sisters of the Thorn, is nonetheless one of the most sacred of all relics to the followers of Derenthen.
The Knight’s Chalice: This common brass chalice was used to confer the final blessings on the dying Rann Atanos. It was only after drinking from this sacred cup did Derenthen himself appear and lead Atanos into the celestial realms.
Robes of the Ascendant: His own clothing torn and blood stained, Rann Atanos was given the only the robes of a postulate of the faith to wear while he died. They are symbolically regarded as a show of casting off his old form for a new life of poverty and humility. They were the only thing left of him after his ascension.
Planar Ally: The Pegasus serves as the celestial mount of Derenthen as well as his avatars and was the creature that carried the redeemed form of Rann Atanos into the celestial heavens. Derenthen is happy to dispatch one of these majestic creatures to aid his most loyal in their time of need.
Avatars: The immortal avatars of Derenthen take the form of heavily armored mounted knights. Their features are hidden behind heavy polished iron helms and they carry ornate shields and long swords. They serve as the guardians of Everdawn Keep and are rarely dispatched to the mortal realms. The ranks of Derenthen’s knighthood are made up of those who served him loyally in the world of old, their lord having carried their souls with him to Aerith rather than be destroyed in the inevitable collapse.
Kalina - The Holy Light, the Shield of Heaven
“Only after you find peace in yourself can you bring it to others.”
Kalina is the patron of protection and defense. She is present where the sick and dying are in need of relief and mercy. Her healing touch purifies that which has been tainted. Kalina watches over homes and families which serve as the symbol of shelter from the outside world.
Home Plane: The Shining Keep of Everdawn
Description: A radiant maiden dressed in silver and silk that shines with the light of the sun itself, increasing in brilliance until the softly glowing sigils of protection stitched into her flowing gown reach her shining face – a single point of warm healing light. In her left hand, covering her heart she holds a shield crafted of strange alien metals cast in the shape of the midday sun. In her right hand she holds an olive branch symbolic of her eternal desire for peace.
History: Wife of Derenthen, sister of Adellia, Kalina has traditionally served as a key voice of tempered reason within the pantheon of light. It was her healing touch that saved the life of Derenthen after his wing was cut off during his final battle with Malkaviss. The combined might of her and her sister Adellia were unable to spare their brother Deveren from the corruption of Lazzill.
Portfolio: Peace, Healing, Mercy, Protection, The Home
Symbols: Followers wear a mithril medallion depicting the sun nestled between four clouds. To them it represents not only the healing light that Kalina gives them each morning, but also the hope that she will protect them though the perils of the night so that they might see a new dawn.
The common house cat is considered sacred by the church of Kalina. Traditionally the house cat has in its own way protected the home from things like rodents, and in turn from infestation and disease. It is also believed that cats could see evil spirits and that things such as ghosts and vampires would not enter a home where a cat was present.
Organization: The following of Kalina is primarily based on delivering relief of suffering and disease. Clerics, paladins and faithful alike tend to hospitals and infirmaries with many also serving as members of the College of Apothecaries.
Ultimately all followers report to the Chosen Prophet of Kalina in Azura, Alaecia. Below them are ranks of primarily paladins who are ranked and charged with protecting not only their individual parish and its adjoining hospital but all those who would seek the aid of the goddess. Below the paladins are the clerics who see to the day to day operations of the temple and hospital as well as the spiritual concerns of the faithful.
Followers: Healers, Doctors, Mothers, Desert Elves
Favored Weapon: Though violence itself is abhorrent to Kalina and those who follow her teachings, the goddess is not ignorant of the need nor unwilling to allow her faithful to protect themselves. As such, she allows them to use the mace and club but only with the promise that it never be used to bring death. However followers are strongly encouraged to carry a shield to protect those who cannot protect themselves.
Holy Texts:
The Sun Scriptures: This ancient work was written during the construction of the Sanctuary and details not only the horrors of war, but its toll on the weak and the innocent. The levels of suffering it delves into seem inhuman and too much to bare, but are treated with the compassionate touch of a faithful followers pen and details the idea that no matter how bad the torment of the mortal world may be, relief from that pain is as close as the next sunrise.
Dogma: Open your heart to others and you will find peace in yourself. Deny no creature, however badly they may have wronged you the chance for redemption. Care for their wounds as I care for yours. Bring my holy light to those who live in darkness and the world will forget suffering and the sorrow of evil. When the day is over and your weary bones need solace, deny no tired soul a place to rest and I shall forever keep the home fires burning.
Initiations & Rites:
Aphorisms:
“My strength goes with you” – A common parting gesture.
“May the day bring you quickly to your door.”
Role of Clerics:
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Special Dispensation:
Myths:
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Relics of the Faith:
The Shield of the Covenant: It was by the holy vow inscribed on this shield by Kalina herself that the Tide of Serpents ceased and the people of the Twin Suns freed from the tyrannical rule of the Serpent Pharaoh. It has been missing since ancient times though an incomplete replica exists in a temple dedicated to the goddess in the kingdom of AnkShir.
Planar Ally:
The lion serves as the planar servant of the goddess for its deep association in the mortal mind with the sun as well as for its strong desire to travel with and protect its family.
Avatars:
Savras - The Traveler, the Immortal Bard
“Walk your own path down the road of life, and I’ll join you for the trip.”
Savras is the patron of loyalty and community. He is a wandering bard who delights in traveling to unknown shores and meeting and befriending new people. Lucky breaks and unexpected windfalls are his pleasure to doll out to the masses.
Home Plane: The Endless Paths
Description:
History:
Portfolio: Joy, Community, Luck, Travel
Symbols: The symbol of Savras is an incomplete circle with snaking line down the center, representing the twisting path taken through life and that the journey is never truly complete. More elaborate symbols and icons show this as a path cutting through rolling hills on a sunny day.
The dog is held in high esteem among the followers of Savras for its uncompromising loyalty and friendship. Followers admire the nobility of the creature and keep at least one as a cherished pet.
Organization:
Followers: Bards, Rangers, Halflings, Travelers, Merchants
Favored Weapon: Followers of Savras are almost always skilled with the quarterstaff, which usually doubles as their walking stick. They are also permitted use of any light weapon for quick defense on the road such as short swords, daggers and short bows.
Holy Texts:
Songs of the Crossroad: An ever growing collection of traveling songs with various themes that highlight the ethos and beliefs of Savras.
Dogma: Life is a wonderful journey worthy of every ounce of song and story you can take from it. Enjoy yourself in all things you do. Spread the joy of life to your friends and family. Leave no one aside, there’s always room at the table for a new friend.
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Aphorisms:
“Get lost!” – This curious expression is, to the followers of Savras, an honored blessing. If you become lost, you’re forced to take new roads and new paths to find your way home again.
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XalKanan - The Archmage, the Burning Herald
“Intelligence is what separates man from beast, and the good from the wicked.”
XalKanan is the patron of magic and knowledge. He is the herald of good omens and his avatars serve as the messengers of the Pantheon of Light.
Home Plane: The Great Library of Eternity
Description:
History:
Portfolio: Magic, Knowledge, Herald, Fire
Symbols: XalKanan is represented by a triangular depiction of three interwoven spheres of fire. To the faithful they represent the trinity of understanding; your side, their side and the truth. The phoenix is another symbol of XalKanan. They are believed to be the messengers of the gods themselves and their presence is considered a good omen to most religions.
Organization:
Followers: Good Mages, Scholars, Messengers, Scribes
Favored Weapon: Followers of XalKanan are permitted a weapon of their choice to wield in the name of the XalKanan.
Holy Texts:
The Burning Codex: This book chronicles the story of one of XalKanan’s mage knights and his epic quest to warn the followers of light of the growing menace of Malkaviss. It speaks of the virtues in the preservation of knowledge and bringing it to those who can benefit from it most.
Discourses on Theory: Written by the philosopher and master traditionalist, Camus Dranen this collection of letters and correspondences to an unnamed colleague analyzes in great detail the nature of magic at a crossroad in its evolution on Aerith. With the magic of the traditions quickly fading away, it explores the fundamental aspects of magical manipulation and served as a starting point for the development of what would become Discipline magic.
Dogma: The mind is a complex thing. Use it wisely, for it has the power to enlighten those is darkness or topple entire nations. Always seek out knowledge but have wisdom enough to use it for noble purposes. Society cannot grow and advance if greedy minds hoard the secrets of change. Strive to educate the ignorant and bring knowledge and understanding to where there was none before. However remember to temper wisdom with judgment. All too often, too much knowledge proves to be more dangerous than not enough.
Initiations & Rites:
Aphorisms:
“May the fires burn for all time.”
“By the eternal flame.”
Role of Clerics:
Formal Attire:
Special Dispensation:
Blessing Of Knowledge – In cases of legendary devotion, a mortal can ask a single question to XalKanan himself. The god will answer it fully and completely.
Lore master – Worthy followers are allowed temporary entrance to the celestial realms and given access to a book from the Library of Eternity.
Role of Other Classes:
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Relics of the Faith:
The Master’s Edge – A gift from the god Derenthen, this magnificent blade of gold has almost no weight but can cut through any material, even arcane energy barriers. It has the ability to naturally attune itself to its wielder, guiding their actions, temporarily conferring upon them the abilities of a master swordsmen. It has the appearance of an outstretched ornate phoenix wing.
Planar Ally: Phoenix
Avatars: The Avatars of XalKanan take the form of angelic young women, given the wings of a Phoenix. Human in appearance, they wield awesome command over magic as well as an innate ability to wield fire and take the animal form of the phoenix itself.
Relations with Other Religions:
Adelia - The Muse, the Dove
“Nothing in the universe is as beautiful as a soul lit by love.”
Adelia is the patron of love and joy, beauty and splendor. She is also the patron of the fae kingdoms and governs such things as art and self-expression.
Home Plane: The Gardens of Winter Bloom
Description: Much like her twin sister, Salindralas, Adelia appears as a young woman wearing robes of the finest gossamer silk. he wears a hooded silk cowl that hides her face except for her mysterious, crooked smile. She speaks with a soft, melodic voice that radiates peace and clears the mind.
History:
Portfolio: Love, Happiness, Joy, Pleasure & Beauty
Symbols: Adelia is represented by images of a heart cradled in a nest of roses. The idea being that love itself is delicate, and that despite the occasional thorn, it can grow and thrive with the proper care and patience.
Organization: The followers of Adelia have the least amount of organization within the ecclesiastical ranks of the Cathedral of Light. Her temples and shrines are open air domes supported by columns of the purest white marble and adorned with silk curtains. Its insides are littered with throw rugs and pillows, creating a comfortable environment that frees the mind of tension and opens it to receive the essences of the goddess’ teachings.
Clerics are most often present tending to the daily needs of temples and shrines dedicated to Adelia, but they also spend time teaching various artistic disciplines to anyone willing to learn them, and are unrivaled in their knowledge and appreciation of art and art history.
Followers: Sisters of the Thorn, Goodly Fey, Louve
Favored Weapon: Adelia favors all manner of bows and crossbows, representing her philosophy that that arrow, much like the heart knows the way to what it desires most.
Holy Texts:
Lorelle’s Reflections: The firsthand account of Adelia’s first Chosen Prophet as the goddess appeared to her before the War of the Talon and explained to her how to preserve and cultivate love, beauty and art despite the war to come.
The Wayfarer Sonnets: This book was sent to the Great Library in Azura by an unknown Knight of the Word. It contains 100 sonnets praising the virtues of love and beauty, and exploring their deeper meanings with a profound insight and articulation. The identity of the author or the knight who sent it remains a mystery.
Dogma: Life is filled with beauty. There is no more noble a purpose then to spread the joy of love and peace to all beings. Even in our darkest hours can come the inspiration to make the world a more beautiful place. Never hide your emotions, let the world know how you feel. Take care with the hearts of others but do not tolerate those who don’t take the same care with yours. Love is a precious and delicate thing. Learn to properly care for and cultivate it and your soul will burn brighter than the sun itself.
Initiations & Rites:
Pricking A Finger On A Rose Thorn – Once of the first rituals new followers and would-be clerics alike undergo takes place at sundown. The initiate holds a rose and recites a selection from the Wayfarer Sonnets that has a deep, personal meaning for them. As they do so, they squeeze the stem of the rose to draw just enough blood to coat the stem. This rite preserves the rose, which stays fresh and in bloom for as long as they live.
Aphorisms:
“From the heart and soul I speak.” – It is said that true followers of Adelia wear their hearts on their sleeves. They speak honestly and frankly, and one can be certain that whatever it is they are saying literally comes from the heart. This phrase usually precedes such talk, an affirmation to the follower and whomever it is they are talking to that whatever is being said is believed wholly to the core of their being.
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Formal Attire:
Special Dispensation:
Calming Winds – Dedicated followers are able to call upon the breath of Adelia, a strong, rose scented wind, temporarily capable of nullifying any feelings of anger, hate and fear from anyone around them.
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Ainin - The Lance Bearer, the Four Winds
“A single heartbeat. That’s all the time you need to decide right from wrong.”
Ainin is the master general of the armies of the light and the patron of mounted warfare as well as war for the cause of good - combat that liberates and casts off oppression and tyranny. His speed and quick wit are his tools
Home Plane: The Everdawn Parade Grounds
Description:
History:
Portfolio: War, Endurance, Strength, Water
Symbols: Ainin is represented by what is known as the Lancemen’s Cross. It is the heads of four spears, pointing in each cardinal direction towards the four winds. The cross itself is featured prominently in the Estanian coat-of-arms. The image of a rider less horse or charging unicorn is also attributed as a metaphorical likeness of Ainin.
Organization:
Followers: Estania, Royal Lance Corps, Cavalrymen
Favored Weapon: Ainin’s followers are all skilled in the Lance, spear or pole-arms.
Holy Texts:
Zoltrem’s Fables: One of the oldest holy texts on Aerith, is this collection of stories created by an early cleric of Ainin. These simple tales deal with complex spiritual matters as well as moral and ethical questions in the context of a children’s story book world.
The Tragedy of Hailden Bennett: A great tale of woe captured in the form of play set in the modern era. It chronicles the last days of a Royal Lance Corp recruit during the first Prophet’s Crusade. His failure to act on, and trust the good nature of his heart costs him his honor, his fortune and finally his life. It serves as a powerful warning to those loyal to Ainin that their innermost goodly nature should always be trusted.
Dogma: Life happens in a moment. That is all we need – a single moment. Good and evil, black and white. You have but a moment to make the right choice. We do not believe in choosing the lesser of two evils. If we have to, we’ve already lost the battle. Think it terms of the moment. Delaying any longer breeds doubt. Hesitation is invitation for disaster. Be righteous, resolute, quick witted and good things will come, always trust in the gentle good nature of your heart and mind. A clear mind allows no room for wickedness and deceit.
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Planar Ally: Unicorn
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Church of the Doctrine:
The Pantheon of Man:
Malkaviss “The Night Emperor”
The slain lord of the Pantheon of Man. The Lord of Despair.
Nardule "The Demon Prince"
Child-like god of Fear, Tyranny & Suffering.
ZilEk "The Overfiend"
Demon Lord, Master of the Pits.
Maael "The Reaper"
God of Murder, Decay, Disease and Undeath.
Sarlexis "The Tempest"
Goddess of Anger & Storms.
Grollok "The Beast"
God of Brutality and Primal Rage.
Lazzill "The Darkness"
Lord of Lies and Dark Magic
Deveren "The Count"
God of pain, vice, lust & madness.
The Church of the Doctrine came about early in the history of the Cathedral of Light. After the death of the first Hierophant during the creation of Uralio’s Edict, the title passed to the Chosen Prophet of the god Quaol. Ramius Mirr. It was during the reconstruction of Alaecia, and the world at large that he penned the only order written by a hierophant that has been stricken from church record – the Doctrine of Man. It so incensed the demi human races as well as insulted the neutral pantheon, that Mirr was excommunicated along with his followers and banished from all lands that participated in the College of Saints. With none of the Demi human races willing to harbor them, and no nations willing to openly defy the Hierophant, they sailed to the last uninhabited corner of the world, the frozen north. What they did not know, was that it was the machinations of the evil gods that had sealed their fate. The lies of the dark god Lazzill had poisoned the mind of Mirr, convincing him to cast aside the higher ideals that had betrayed him and serve the will of his own nature. Thus the pantheon of man gained the foothold they needed.
The Basilica of Ice:
For the greater glory of man, the new nation of Mirrok under the command of the Speaker of Souls brought stone and wood from Galthor and the northernmost reaches of Iorill forest. The city they constructed, stands today as one of the most beautiful in the world. Their first structure was a great temple to the powers that had brought them here. The gods that understood their place in the universe. The Basilica of Ice was quickly erected and housed many of the early settlers through the harsh winters. The Basilica itself stands apart from the rest of the capital city of Croixburg, on the other side of a large crevasse. A bridge connects the city to the front gates of the Basilica, supported by the frozen bodies of two giants, slain in the early days of Mirrok’s history. A large skull sits nestled in the spires of the basilica as a reminder of the frailty and mortality of man.
Statues of pure white marble hold out iron braziers filled with stones enchanted to glow with a soft red light, lighting the way to the temple proper. The inside of the Basilica are pristine rooms of solid marble and gold. Religious artworks and scenes depicting the glory of the Hierophant Ramius Mirr. Political pieces are carefully intermingled, to remind onlookers the close connections between state and religion that is observed in the frozen north. The centerpiece of the Basilica is what is known as the Lord’s Sepulcher. There, on public display are the remains of Hierophant Ramius Mirr, Speaker Gabriel Durand, and most recently Speaker Davion Crill.
Speaker of Souls:
At the head of the Basilica, sits the Speaker of Souls. Named through divine right, the would-be Speaker is granted a vision of their reign by the god Nardule. There is no contention as to whether or not an Acolyte received the vision or not. To insinuate otherwise is to invite the wrath of Nardule. Since the Prophet’s Crusade, Mirrok has been under the command of the Steward, appointed by the Cathedral of Light, but the power was and always will be in the hands of the Speaker. At his beck and call are the powers of the entire Pantheon of Man as well as Mirrok’s own secret army commanded by the Nightfall Council. The Speaker’s reign is only for as long as his actions are favored by Nardule. Failing the child god is certain death, at which point a new vision is granted.
The Acolyte:
The Acolyte is a second to the Speaker, he has no real authority in matters of the Basilica, and is in actuality a kind of servant and bodyguard to the Speaker. The Acolyte is always a ranking member within the Nightfall Council and advises the Speaker on all matters of interest from around the world that comes to the Council via paid informants or its spy network. Many clerics of the Pantheon of Man inhabit most corners of the world, and are on the lookout for any means of revenge against Alaecia and the Cathedral of Light.
The Fallen Bishops:
The Fallen Bishops take their name from the title granted to them by the Cathedral upon their excommunication. The Bishops serve the Basilica as the mortal voices of their god. They have even been known to allow sacrificing their bodies, so that the spirit of their god my inhabit it and walk among the mortal. This is rare, because in mortal form, the god could easily be slain, and when this does happen there is usually a large honor guard of Nightfall Council as well as the gods most loyal servants. Since they can have no public presence in the world, the Bishops remain trapped in the Basilica using go-betweens and sorcery to communicate with their followers. They do however command a great deal of power and influence within the basilica and the direction of the faith.
The Doctrine of Man:
The only official document written, and sealed as canon by the Cathedral of Light, is also one of only 2 documents that have ever been stricken from official record. Penned by Ramius Mirr during the reconstruction after the War of the Talon, it exudes the virtue of humanity and dictates a new means of the operation of the Cathedral. Namely, it stated that the power of the gods was the sole province of man, and that the demi humans were not fit to be counted in its ranks. It spoke of the virtue of focusing on the self, and the satisfaction and domination of the mortal world. That so called high, and noble ideals were in fact selfish, and manipulative acts to rob people of their free will. That charity allows you to be taken advantage of, chastity robs the world of life, that making peace in the face of war is an invitation for disaster. It was out of no misguided virtue, but the lies of the dark pantheon that corrupted the mind of the Hierophant and forever broke the church. Still preached from by clerics of the pantheon, the Doctrine has remained unchanged and unquestioned. The original remains in the Basilica, entombed with the body of Ramius Mirr. The only other original copy is sealed inside the Heart of the Word in Alaecia.
The Nightfall Council:
Mirrok has had a secret army since the days of the Prophet’s crusade. Recruited from the ranks of the followers of the Pantheon of Man, and foot soldiers and spies from the tribes on Galthor, the Council relies on precision strikes, intelligence and propaganda rather than brute force. They only make their presence known at the last possible moment, if at all. They are cunning, cruel and worst of all patient. Utterly devoted to the Basilica, their morale is unshakeable and they are fierce opponents in battle. Their weapons and armor are crafted in the bowels of the basilica wear the real worship takes place in the form of blood sacrifices, orgies, and gladiator combat. Made of a steel alloy combining iron with ore gathered from the remains of a meteor at the very foundation of the Basilica, the arms and armor are extremely flexible, light and strong. The tempering process leaves the metal with an inky black finish that is almost impossible to detect in the shadows, and all but silent.
While a member of the Council serves as Acolyte, that person is usually not the highest ranking member of the Council. The Council Minister is usually not even a trained soldier, the Minister is a tactician and an intelligence expert. The Minister and the Council consider all the intelligence information they collect and advise the Speaker on what actions if any need to be taken to protect the interests of the Basilica.
The Ministry of Commons:
In addition to the Nightfall Council, the Ministry of Commons control the flow of information to the Mirrin public. They are a subversive group of information brokers and fifth columnists that dole out erroneous information in such a way that the Mirrin masses are forced to make decision and take favorable political stances that ensure that the cult of the dark gods and the goals of the Nightfall Council are kept at the forefront of the public eye.
Malkaviss - The Lord of Despair, the Night Emperor
“You cannot win, you cannot overcome… surrender.”
Malkaviss sits at the throne of the evil gods. His dead body was brought here by the Circle of Nine and hidden away in the Reliquary of Ice. His partial resurrection at the hands of Davion Crill has returned him, weak but still influential.
Home Plane: None, Malkaviss has been slain.
Description:
History:
Portfolio: Oppression, Fear, Cruelty, Darkness
Symbols: Malkaviss is represented by a featureless human face looking skyward, twisted and morose. It represents the effect Malkaviss has on those of lesser wills, and his ability to gnaw at the basest of mortal fears. He is also represented by the snake. Icons dedicated to Malkaviss show a snake coiled around an upright arm, its hand contorted into a claw.
Organization: The following of Malkaviss on Aerith is still in its infancy, and with the death of Davion Crill at the end of the 2nd Prophet’s Crusade the leadership was still in question and for some time there were several cults that were competing with one another for power.
The faith itself is organized like a spy network. Field agents infiltrate key positions across Aerith and wait as sleeper cells waiting for word from their dark god. They rely on misinformation and subterfuge to hide their tracks and routinely engage in blackmail and sabotage to force others to accept their will.
Followers: Before his death, followers of Malkaviss were men and women in positions of power where they could exert their will and cruelty through force or subterfuge. Many tried to follow the path of the Night Emperor, but the torturous rites and rituals often proved too much for them to bear.
Favored Weapon: Followers of Malkaviss must be proficient with a sword of some kind.
Holy Texts:
Dogma: Suffering is an immutable condition of existence. Give in to that which you cannot control. Bow before the overwhelming, submit to the inevitable. To spread this truth is to do my work, to remind those who would struggle against fate that the battle is already lost, this is my most holy of orders. There is no hope. There was never hope.
Initiations & Rites:
Aphorisms:
“Submit to his will.” – An affirmation between or to followers.
“Kneel before that which cannot be denied!” – A battle cry.
Role of Clerics:
Formal Attire:
Special Dispensation:
Lament of the Hopeless: Should the dark god will it, a rift will form before the caster, and from it the cries and moans of souls damned to the pits of hell echo forth stunning all who hear it with undeniable despair.
Dark Armor: Those who prove themselves worthy in the eyes of Malkaviss are granted the ability to shape Dark Armor. This takes the form of various auras that can protect the bearer as easily as they can influence the weak willed.
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Planar Ally: The Nightmare
Avatars: The avatars of Malkaviss are wraiths. Beings of pure torturous malevolence. They dwell in the shadow realm between the home planes of the gods and the mortal world.
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Nardule - The Infant Devil, the Demon Prince
“Serve my family, serve me – and gain the might to crush your enemies”
The cruelty of the child-like god, is known far beyond his own following. Nardule is the god of Fear, Hatred, Cruelty and Torment. His whims are that of a wicked child, and his temperament is just as volatile.
Home Plane: The Fortress of Storm Shackle
Description:
History:
Portfolio: Evil, Greed, Diabolic, Strength
Symbols: Nardule is often represented by a disembodied eye. Followers wear one made of etched marble around their neck. The eye represents Nardule’s ability to act as an overseer of the pantheon of evil while his father remains weakened. It also represents his ability to see the potential in any given person to aid his goals. Nardule can see things in you, things you didn’t know were there.
Nardule is also represented by the Worg. A fearsome beast that, much like its master, delights in torture for its own sake and prolonged suffering as its own form of gratification, as well as for its malicious sense of loyalty.
Organization:
Followers: Evil Warriors, Murderers, Undead, Evil Minotaur
Favored Weapon: Followers of Nardule are skilled in the use of Maces and Hammers. Representing the force of will of their patron.
Holy Texts:
The Testament of Sorrow’s End: Written by the 6th Hierophant during the War of the Talon, this book was the seed material for the Doctrine of Man. It is a very personal account of a mind slowly being tainted by the will of the dark gods. In it, he details his plans for the Doctrine, and his usurpation of the Cathedral of Light, condemning the virtues of the light as an undermining of the rightful place of mankind.
The Doctrine of Man: The book that split the Cathedral of Light from the Mass of the Oracles, the book that exiled a people and formed a new nation devoted to evil. This is still one of the most holy books for all of the evil gods and is referenced in Mirrok to determine everything from law to official governmental policy.
Dogma: It is your right to dominate the weak. Take what you can from those too powerless to stop you. Mercy is for the weak. To pause when causing your enemy pain is cowardly and foolish. He would not do the same for you. Smite them all in my name.
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ZilEk - Lord of the Infinite Pits, the Overfiend
“Kneel Mortal!”
From the depths of the Nine Hells, ZilEk surfaced as a field commander for Malkaviss’ armies. His bloodlust is unquenchable, his rage undying. Part demon, part devil – his only thought is destruction, his only love is battle.
Home Plane: The Plains of Blood and Sorrow
Description:
History:
Portfolio: Bloodlust, Rage, Battle & Destruction.
Symbols: ZilEk is represented by a clenched, clawed fist, surrounded on either side by a pair of demonic tusks. His followers wear a necklace of humanoid finger bones. He is often represented by magical, monstrous beasts.
Organization:
Followers: Those with a heart of uncontrollable rage and bloodlust are welcome. Many followers are said to have insatiable desire for pain and destruction.
Favored Weapon: Followers of Zilek are known to carry any dire,or doubled bladed weapon.
Holy Texts:
Dogma: There is no greater glory than spilling blood, no greater cause than war itself. The mortal realms are ripe with strife and conflict. Perpetuate this truth. Let your blood boil, let rage guide your blade. Split the skulls of those who stand for peace, there is no such virtue in the heart of man. Show them this truth, rip their still beating heart from their chest, and let them see its emptiness before they die.
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Maael - The Reaper, the Ice Lord
“Everything dies. In time, all things fall before my scythe. So shall you.”
Home Plane:
Description: Draped in robes of darkness that stir and churn around him, cowering in fear then snapping in defiance, stands Maael. The flesh of his hand as it clutches the shaft of his twin ice bladed scythe “Wake”, is stretched thin over his bleached white bones. His face remains hidden behind a featureless white mask. Devoid of form, his gaze still seethes with all the malice of the foulest demons.
History:
Portfolio: Death, Disease, Famine & Vermin.
Symbols: Maael’s symbol is that of two crossed scythes with a white face mask between them. Followers wear a white half face mask, representing to them how mortals exist on the middle ground between life and death. His followers also hold the rat sacred as it lives on death and entropy as well as spreading disease and contagion.
Organization:
Followers: Vermin Lords, Cancer Mages, Necromancers
Favored Weapon: Followers of Maael carry a scythe or sickle
Holy Texts:
Barrister’s Three Confessions: While not a traditional holy text in the academic sense, the Three Confessions are none the less one of the most striking and vivid works of devotion and praise created by mortal minds in the name of a deity. Originally carved into the stone walls inside the cell of an inmate in the Granite Falls Asylum in a single night before the execution of a condemned inmate known only as Ciryan Barrister. The stone itself vanished from the asylum as the execution was carried out. No record of it exists to this day. However, since committing the nature of their profane beliefs and desires to the written word is abhorrent to followers of Mael, the Three Confessions remain a part of the rich oral tradition that followers of this dark god adhere to.
The First Confession is Barrister’s explanation of who is and his life leading up to the night before his execution. He knows death is coming and welcomes it through the eyes of corrupted reason.
The Second Confession details Barrister’s feelings on a life spent as a force of diabolical entropy, carrying out what he felt was a holy war against those who foster growth, and cultivate life. He explains his thought processes, describing his equation to murder as a religious act and the most sacred of sacraments.
The Third Confession describes his elation at the thought of finally succumbing to the will of his god, while at the same time allowing his executioner’s souls to taste the same profane lust for death he felt, thus uniting killer and victim in the same act.
Dogma: Everything dies. The weak, the strong, the innocent, the guilty. Nothing lasts forever, all things are flawed, weak and dying. They only reward, is the cold emptiness of the beyond. You can run from me, but in the end it is all futile. Harvest the souls of the dead and dying in my name and your frail existence in the mortal realm will not be wasted.
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“Do not seek death.” – A parting wish between followers.
“For death seeks us all.” – A polite response.
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Avatars: Avatars of Maael are horrors not even the most profane nightmares could produce. The bodies of those taken by disease, murder, vice are given their souls for a brief time to carry out their lord’s will. Their bodies resembling the state they died in. They carry with them the powers of that which destroyed them, those killed by disease spread contagion where they go. Murder victims are consumed with a psychotic sense of revenge.
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Sarlexis - The Rage, the Queen of Storms
“My dominion is the heart of fury itself. Bow before the Queen of Storms!”
Sarlexis is the goddess of rage, storms and the sea. Her temper is legendary even among the gods, it is her agonized screams that cause the winds to whip and wail. It is her clenched fist that brings shifting, violent seas.
Home Plane: The Black Tower of Overwatch
Description:
History:
Portfolio: Storms, Rage, Weather & Hatred.
Symbols: Sarlexis is depicted by a pair of narrow, feminine eyes emerging from a mass of storm clouds. She is also represented by a group of storm clouds with lightning bolts over a pair of hands clenched in prayer. The shark is considered sacred by followers of Sarlexis,revered for its strength and frenzy as it takes what it wants.
Organization:
Followers: Pirates, Evil Female Warriors, Evil Monks Favored Weapon: Followers of Sarlexis are proficient with the katar, scimitar and great sword.
Holy Texts:
Dogma: Opposing forces cannot coexist. Extremes will always meet and when they do I am born again. The storm cannot be calmed, nor quieted. Storms exist everywhere at all times. The fury of opposing forces cannot be calmed. Harmony is an illusion.
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Eye of the Storm: Followers are given the ability to summon a storm they can control for a short time.
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Planar Ally: Kraken
Avatars: The Avatars of Sarlexis all appear to be young human females. They are always formally dressed, regardless of the occasion. Their eyes all glow a deep, fiery red. In reality they are essentially Fury Elementals and if provoked (and in some cases, for no reason at all) they explode in rage and have been known to go on a destructive rampage that can last for hours at a time. They can also take the form of a vaguely humanoid female being made entirely of water. In that form a rage storm is a guarantee.
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Grollok - The Great Beast, the Hunter
“In the hearts of men and gods alike is an animal. Open the cage.”
Grollok is the god of primal savagery and brutality. He stands as the very opposite of civilization, as a champion of anarchy. Marked with the blood of his fallen prey he cares only for the great hunt.
Home Plane:
Description:
History:
Portfolio: Hunting, Feeding, Carnage & Survival
Symbols: Grollok is almost exclusively represented by a wolf’s head holding two crossed skeletal arms in its mouth.
Though he is sometimes represented by two crossed boar tusks against an upraised spear. Followers are required to wear the skull of a demi-human they killed and ate. The followers of Grollok hold both the wolf and the boar sacred. The wolf for its hunting abilities and pack mentality, the boar for its voracious appetite, even as a carrion eater.
Organization:
Followers: Barbarians, Cannibals, & Evil Druids
Favored Weapon: Followers of Grollok use primitive weapons along with bows. Those who the god favors are gifted with use of the great sword.
Holy Texts:
Dogma: Never suppress your need to kill for the sake of killing. Fill your belly with the flesh of the fallen. Do not conform to the chains of society. Never chain the animal within. The beast in your soul will guide you closer to me. Join him in the great hunt.
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Endless Howl: A loyal disciple who dies in the service of Grollok temporarily returns to life in a bestial state for a short time to terrorize the living, allowed one last hunt by the feral god.
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The First Hunt: Held the first full moon of each month, followers of Grollok form into small hunting packs and are known to spend the night in a brutal killing frenzy that does not cease until daybreak. It is not uncommon for followers to kill one another during this ritual, though it is rare. The blood from these kills are saved and offered to Grollok in a ceremony that must be complete before the next sunrise.
Relics of the Faith:
The Venom Skull: A simple wooden cup with the skull of the Orc hero Horgarr affixed to it, this cup is said to hold the blood of the slain warlord and allows those who drink from it superhuman strength and speed as well as a voracious appetite for blood.
The Runeclaw: This mithril claw/punch dagger is crafted from pure mithril and adorned with profane runes that glow and pulse with an unearthly orange hue. Legend has it, that the claw was once the personal weapon of one of the Fallen Bishops.
Planar Ally: Clerics of Grollok are able to summon a massive wolf or boar to aid them in their hunt. They have little direct control over the beast which is essentially nothing more than an avatar of the god himself. The rampages of these beasts are legendary.
Avatars: Avatars of Grollok always take the form of a fiendish, dire animal. They speak in a deep, low, demonic voice and have glowing blood red eyes.
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Lazzill - The Darkness, the Dread Warlock
“Secrets are buried in the minds of men. No one’s thoughts are their own.”
Lazzill is the god of secrets, lies and dark magic. He is not trusted, even by the other evil gods. His followers constantly plot and scheme to further the cause of their dark patron.
Home Plane: The Abyss
Description:
History:
Portfolio: Nightmares, Secrets, Lies, Evil Magic.
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Followers: Those who would use the gifts of magic for evil naturally seek power from Lazzill, however anyone who wished to use the gift of knowledge to further their own base ends also gravitate towards the cult of Lazzill.
Favored Weapon: Followers of Lazzill are granted the ability to use spears, staves and polearms.
Holy Texts:
The Gospel of Whispers: Not long after the Battle for Bastion, a wizard of the dark arts tried desperately to salvage what was left of his dwindling power. He knew of the dark god Lazzill and attempted to use the last of his hoarded dragon magic to try and locate the source of Lazzill’s power. The dark god sensed the intrusion and took command of the wizard’s mind. The dark god forced him to write for 7 days straight, recording the roots of the power of lies and secrets as well as the sources of power Lazzill’s enemies. On the seventh day the wizard died of exhaustion. The work that remained continued to serve Lazzill’s loyal as a source of information as well as inspiration ever since.
Dogma: There is no knowledge that is not power. Power is the supreme force from which all authority derives. You need not be the best with blade or spell if you know your enemy. The snake can’t bite your hand if you know where the head lies. Understand your enemy before the battle and you will never taste defeat. Attack his heart and mind before the battle begins and you will never have to fight.
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Deveren - The Count, the Tormentor
“Indulge every desire, free yourself from the prison of propriety”
Deveren is the patron of lust, vice, pain and madness. He is actually the brother of Celina and Adelia,corrupted and tainted by the lies of Lazzill and a loyal servant of Malkaviss. The calm charm of his exterior belies the depths of his cruelty and insanity.
Home Plane: The Palace of Storm Shackle
Description: Upon an ebony throne, covered with razor sharp steel spines sits the dark god Deveren. He is adorned in striking, dazzling fineries. His face is hidden behind a porcelain mask depicting a maniacal cackle. A halo of dancing flame hovers above his head. Resting coiled in his hand is a vicious barbed whip. From his back wings of inky black feathers wrap around the dark count.
History: Once a radiant being among the celestial host of the Pantheon of Light, Deveren was corrupted by Lazzill and submitted to the will of Malkaviss, the dark Lord of Despair. He has since grown into one of the wicked members of the Pantheon of Man.
Portfolio: Pain, Vice, Lust, Excess & Madness
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Followers: Masochists, Prostitutes, Pimps, Madmen
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Planar Ally: The Cat
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Church of the Prophet Ascendant:
This radical movement is gaining popularity across the world. Based on the teachings of Peter Draeder, the former Chosen Prophet of the goddess Kalina, this reformist sect follows Draeder’s vision of a new Cathedral and a new interpretation of the messages of the Pantheon of Light, giving Avindor the bargaining chip they have long sought after. With this new faith gaining supporters by the hundreds, the Cathedral of Light is now forced to compete for the souls of mortals for the first time in its history. This new church takes its name from the belief that Draeder had transcended the spiritual boundaries of the soul and was himself divine among the divine.
The Seven Miracles of Peter Draeder:
A humble cleric of Kalina, Draeder’s life is spotted with strange occurrences and omens. The details of his early life are much exaggerated, but what is undeniable is the depth of his heart and courage. Many in the priesthood felt that Peter was blessed among the blessed and is reported to have performed 6 miracles during his life. The seventh miracle is still a point of contention between the Church and the Cathedral. Draeder is known to have accomplished the following:
1.) Draeder held fast the gates of the Great Library against the onslaught of the Midnight Council during the 2nd Prophet’s Crusade.
2.) Draeder cast off the darkness of the Long Night.
3.) Draeder’s blood was able to cure wounds and disease.
4.) Draeder passed, unscathed through the Desolation.
5.) Draeder survived a mortal wound at the hands of the False Hierophant.
6.) Draeder’s banishment of the Lich Morrodin.
7.) Draeder’s resurrection of Keras Nightsong.
The Death & Rebirth of Keras Nightsong:
A member of the Sisters of the Thorn, Keras Nightsong was one of the few heroes that made it into the hidden lair of the Lich Morrodin alongside Peter Draeder. In the battle that followed their final confrontation, Keras was slain, pierced through the heart by her own spear. Upon the destruction of the lich, Peter Draeder called upon the combined mercy of the entire Pantheon of Light, speaking in strange verse about the virtue of the slain champion. Almost instantly her body became bathed in a soft white light from an unseen source, when it finally waned, Keras Nightsong opened her eyes.
The Cardinal Ascendant:
At the head of the Church is the Cardinal Ascendant. Elected from among the ranks of the Bishops, the Cardinal Ascendant serves for life, leads all public masses and is the absolute final authority on Church affairs. The title bestows a great deal of power, especially in the small island nation of Avindor where church doctrine forbids any formal or public dealings with governmental bodies.
The Archbishops:
Where the Scarlet Bishops see to the overall needs of the faithful, the Archbishop’s are in charge of the overall needs of the Church. They maintain diplomatic relations with the other major religions as well as with the various heads of state. Each Archbishop is appointed with performing a specialized task related to the upper workings of the church as well as guiding and shaping church policy.
The Scarlet Bishops:
Dressed in robes of the deepest crimson, a symbol of their understanding of Draeder’s suffering during the crucifixion, the Scarlet Bishops are the upper tier of the priestly order within the Church. Each Bishop is charged with overseeing a group of small congregations within a given area.
Sepulcher of the Prophet Ascendant:
This temple houses the earthly remains of Saint Peter Draeder. In the aftermath of the Second Prophet’s Crusade, Draeder was nominated to become the next Hierophant. Followers of Lazzill spread lies that Draeder too was in league with the Dragon Lords as well as other dark powers that gave him his apparent miraculous abilities and in the heat of the post war dragon hunt Draeder was publicly crucified. When the truth was learned, brought to light by the Paladin Kerras Nightsong, Draeder was recognized for the miracles he performed as well as his radical views on the reformation of the Cathedral and was named a saint.
Made of solid, polished marble and granite and adorned with a brilliant bronze dome, the temple stands out more than the Tabernacle or the attached monastery and is easily the most striking piece of architecture. Its exterior carefully landscaped and filled with as much lush and exotic plant life as the weather of Avindor will allow. Shield bearing cherubim carved of the finest alabaster look down on visitors and somehow radiate the peaceful aura that surrounds the site.
Draeder’s remains, dressed in the sacred vestments of a Hierophant sit on a throne of Elven Rosewood, scepter in hand on the chancel at the far end of the complex. At his feet are the charred skulls of Lazzill’s conspirators. When public mass is held inside the temple it is considered tradition to offer your tithe by tossing coins into the open mouths of the skulls. Worshippers often visit the temple itself and pray at the feet of Draeder but primarily the clergy spend the most time there, and then only to pray or maintain the site.
The Tabernacle of Undying Truth:
Beneath the Temple proper, is kept one of the most sacred relics of the Prophet Ascendant. Known as the Undying Flame, the most devout temple clerics have kept the execution fires that killed Lazzill’s conspirators alive and burning. The flame is used to light furnaces and forges used in the creation of magical weapons and armor for the defenders of the faith. The fire itself is considered so holy that it is used in everything from religious services, to spell components. Ash from the great fire pit beneath the church is used in blessings and other ceremonies. The fire is even used to boil and distill water before it is considered pure enough to be blessed into holy water. Ten, hand selected guards are pulled from the ranks of the defenders to safeguard the fire which is tended by ranking clerics every hour of every day.
The Athenaeum:
Also on the grounds of the church, is a shimmering alabaster tower that houses the Athenaeum. In addition to housing the Ascendant Church’s archives, the Athenaeum serves as the training halls for the mages loyal to the Prophet Ascendant. To ensure that the power of magic is wielded judiciously and safely, arcane casters who wish to serve the church undergo rigorous religious training to ensure that their minds and hearts are able to cope with the awesome power they wield, and to recognize and avoid the tempting paths to fast power offered by the hated Lazzill. Despite their training and unbreakable loyalty arcane casters are not permitted into the Tabernacle. Though not directly at odds with the University of the Unseen Path, the two groups rarely see eye to eye. Since the Church of the Prophet Ascendant is outside the control of the Hierophant, the University cannot force the Athenaeum to submit to its bylaws and curriculum, nor will the Athenaeum have any dealings with an institution they feel serves the machinations of Lazzill with every passing day.
The Prophet’s Sacellum:
An open air monumental chapel on the grounds of the church served as the site of anointing the Cardinal Ascendant as well as new Scarlet Bishops. Inside is a statue of Draeder as he performed the seventh miracle, the resurrection of the paladin, Keras Nightsong. At the base of the statue, a crystal display case holds a curious relic of Draeder’s final moments. His last words, as recorded by Keras. What the gilded scroll says is known only to her.
The Immortal Existence:
Salindralas "The Crow"
The Blind Goddess of Death
Razalas "The Formless"
The Slumbering God of Dreams & Thought
Taldarillë "The Falcon"
Lord of the Elements, Keeper of Sacred Proportions
Olrin "The Architect"
God of Commerce and Industry, Divine Craftsman
Andien "The Fox"
Lady Luck
Serithea "The Dove"
Goddess of the natural world & the sacred circle of life.
Karalas "The Tide Shaper"
Goddess of the oceans and all things hidden
Razalas
The Formless One, the Lost Dreamer
“Imagine, simply imagine – and you have the keys to my kingdom”
Razalas, trapped forever in a state of sleep because of Lazzill is the god of dreams and the chaotic aspects of magic. His is the power of unrestrained creation.
Home Plane: The Void at Star’s End
Description: An amorphous sphere of scintillating color and ever-shifting shape floating effortlessly, randomly taking shapes and forms just long enough to be recognized before morphing into something new.
History: Once, ages ago, Razalas had the form of a man. A man obsessed with the boundaries of the mind and with seeking the very fringes of arcane understanding. He was cursed into an eternal slumber by his twin brother Lazzill. Though trapped between states of mind, Razalas’ curse was a blessing in disguise. With all eternity to explore the nature of his obsession, Razalas has mastered the un-manifested and the world of the formless.
Portfolio: Dreams, Magic, Knowledge and Chaos
Symbols: Razalas is represented by a wave made of sand or by an hourglass. His followers wear a glass sphere partly filled with sand.
The owl is sacred to the followers of the Dreaming God. Its vigilance during the night time hours is a representation of the ability of Razalas to watch over his loyal while they dream.
Organization:
Followers: Neutral Mages, Artists
Favored Weapon: Followers are trained to use the flail and nunchaku.
Holy Texts:
Dogma: You are bound by nothing. Your heart, mind and soul are the tools to create anything you want – real or imagined. Always strive to expand your mind and your horizons. When you understand that there are no bounds to my world, you will see that there are no bounds to any world. There is beauty in form and formlessness alike.
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Karalas
The Tide Shaper, the Lady of the Sea
“Like the depths of the sea, happiness hides in the fathoms of the soul.”
Karalas is the goddess of the oceans and the boundless depths of water as well as treasures that hide just out of reach. She is the patron of the Sea Elves of Ioria.
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Portfolio: The Ocean, Water, Chaos, Wonder
Symbols: Karalas is represented by a crashing wave or an albatross in flight. The albatross is considered holy by the followers of Karalas as a sign of good fortune.
Followers of Karalas wear a necklace of crushed sea shell and coral fragments as a sign of their devotion.
Organization:
Followers: Sailors, Sea Elves, Lockheart Institute
Favored Weapon: Followers of Karalas may use spears, harpoons, cutlasses and rapiers.
Holy Texts:
Dogma: Never be afraid to go and find out. Treasures beyond your wildest dreams lay just out of reach. Some are afraid to seek out what their heart desires the most. Always be ready to help those too afraid to look. You were once afraid as well – so was I. Take the plunge and see for yourself. Precious treasures will always await those bold enough to seek them out.
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The Great Blue
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The avatars of Karalas appear in two forms. They can be keenly intelligent sea birds and animals (Albatross, gulls, dolphins etc.) or as sea elf maidens.
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Serrithea
The Dove, the Eternal Blossom
“Never forget, the natural beauty of the world is reflected in you”
Serithea is the goddess of nature and the natural world. She influences growth and change, and is the patron of mothers, and expecting women.
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Description:
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Portfolio: Plants, Animals, Cultivation, Growth
Symbols: The goddess is represented by a globe wrapped in the wings of a dove or by a pair of crossed dove wings. Followers wear a small broach of polished rosewood adorned with dove feathers.
Organization:
Followers: Druids, Gardeners, Mothers, Children, Fae
Favored Weapon: Followers may use maces, clubs and flails.
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Dogma: The natural state of the world has reached perfection. You need not attempt to improve it. Keep the gifts the world has blessed you with sacred, protect them for they represent perfection and the natural order of things. If you wish to find wholeness and perfection in yourself you need only open your eyes and taken in the world around you.
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“May Spring last another day” – A common blessing, a wish that one should be blessed with one more day to grow and prosper.
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Andien
The Fox, the Mistress of Fortune
“The universe is in constant motion, enjoy the ride.”
Andien is the goddess of luck and fortune. Ultimately she is the deciding factor in every moment of chance in the universe. It is Andien who constantly faces the unknown that the future brings. For good or ill, it is her will that decides the fate of the universe every moment of every day.
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Portfolio: Luck, Fortune, Change
Symbols: Andien is represented as a fox with seven tails, or by a spiral of face down playing cards. The fox is considered holy by the faithful for its quick wit and fickle, mischievous nature.
Followers carry a double sided coin as a symbol of their faith.
Organization:
Followers: Gamblers, Rouges, Pirates, Swashbucklers
Favored Weapon: Followers of Andien usually have the skill necessary to wield any double edged weapon.
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Olrin
The Coin Lord, the Great Architect
“Busy hands bring clarity of purpose. Idle hands invite disaster.”
Olrin, the dwarf father is the god of industry, commerce and craftsmanship. An uncompromising task master, Olrin seeks order through purpose and function through flawless design and planning.
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Portfolio: Industry, Commerce, Craftsmanship, Dwarves
Symbols: Olrin is represented by a pair of dwarf’s hands holding upright two crossed mallets. He can also be represented by a statue of a dwarven hammer cast in precious metal. His devout followers wear an alabaster hammer on a silver chain.
Organization:
Followers: Dwarves, Craftsmen, Merchants, Mechanics
Favored Weapon: Olrin’s followers are permitted to use hammers, axes, maces and flails. They may also use any simple tools in the same capacity.
Holy Texts:
Dogma: Steel, Wood, Stone. Separately their uses are limited. With a plan, they can be used to build a castle, or strengthen the soul of a warrior. However you need discipline and strength to create something solid. Careful planning will guide you through any difficulty you may face. Take those elements and use them to constantly reforge yourself. There is always room for improvement and change.
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Taldarillë
The Falcon, The
“I am a part of everything, even you.”
Taldarillë, is the god of the elements, of balance and sacred proportions. His domain is that of existence itself and the balance necessary to make it all work.
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History:
Portfolio: Elements, Balance, Form & Function
Symbols: The god is represented by an Amber sphere adorned with beads and falcon feathers.
Organization:
Followers: Druids, Elemental Mages, Rangers
Favored Weapon: Followers are skilled with sickles, scimitars and firearms.
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Dogma: Balance is a simple notion, but to seek it out, to strive for it in all you are and all you do is difficult but not impossible. If there was no balance, nothing would exist. Nothing would last. When opposites meet there may be conflict, but if one force expands the other must contract, when they contract you expand. Meeting force with force is the fastest way to defeat and misery. Find a harmonious flow through all the forces in life and you will be content.
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The House of the Sovereign Chorus:
At the end of the War of Mourning Saints, a mercenary by the name of Lorn Elmennios was returning to his home in Sondritch. One night, he spotted what he thought was a new star, but it began to fall from the heavens heading straight toward him. He watched the shooting star as it fell, exploding in a brilliant ball of light. He traversed the rocky mountains of Aranoc into the foothills of the Far Tower Mountains where he at last came upon the star he saw. A large monolith of cut crystal, etched with decorative runes rested in a crater, shards of similar crystal were scattered everywhere and the monolith hummed pleasantly in different pitches and tone. Something compelled him to touch the monolith and when he did he heard a voice. “There is no fear.” It said, and his hand slipped into the crystal and suddenly Lorn found himself floating in the nether void of the night sky, before a humanoid shaped being of pure light whose body was composed in itself of a another starry universe. “I am the Maker of Stars. Hear the song, and you will understand.” It told him. Just as suddenly Lorn found himself before the monolith. A sound struck him, faintly at first but growing more distinct as he concentrated on it. He began following along with the sounds he heard, singing a chant in a language none on Aerith have ever been able to decipher.
He immediately set out constructing a housing for the monolith, singing all the while. As people came to inspect what he was doing some out of the assembled began to sing along and aided in the construction of the monastery. In time people came from all over the world, some to watch in wonder, some to join the chorus.
The Abbey of Song:
Construction of the Abbey as it can be seen today took the better part of a century, bits and pieces slowly being added to over the years. The monks seem to cheerfully regard it as a work in progress. Visitors are welcomed and offered modest room and board for a donation, or a day’s work. At all hours of the day and night the monks tend to the monastery, building new structures, tending the gardens, cleaning and cooking – and singing the strange, haunting chant as they do. The Monolith rests much as it was found, standing at the center of the inner cloister, surrounded by sacred relics left by former brothers and sisters.
The Abbey is content to remain out of the political stage, the Cathedral of Light regard them publicly as an oddity, but welcome their kind nature as a blessing to all people. The Knights of the Word vested regularly for years trying to discern anything about the religion, but with no written holy texts, and their principles passed along as an oral tradition of simply being simple, honest and fair. The Knights found the task frustrating, the only other help the monks could offer were the same words the Maker of Stars gave to Lorn Elmennios – “Hear the song, and you will understand.” The Church of the Doctrine pays them no mind, considering their attention to others first as cowardly and denying the self, thus heretical in their eyes. The Monks are welcomed in the circles of the Neutral Pantheon’s loyal, and are the only ones willing to admit that they are not able to hear the song, but they’d like to.
Abbott of Song:
Though they don’t like the idea of established hierarchies they do see the need to have some sort of voice, particularly when they need a representative on the world stage - that person is the Abbott of Song. Unlike other religions, the Abbott is not the senior ranking member of the order, rather, they are one of the newest. To become Abbott, the monk must have been a member of the Chorus for ten years, and be selected by the current Abbott. The new Abbott then dons the white robes of his station and selects his second in command, the Deacon.
Deacon of Song:
While the Abbott is dealing with visitors and guests of the Abbey, it is the duty of his second, the Deacon to direct the daily goings on of the monastery. They delegate the day’s work, and keep accounts of the treasury, supplies etc. Essentially managing the lives of the monks as he or she awaits the time when the song rises to a level where they must start singing and officially join the chorus.
Friars of the Chorus:
The name given collectively to the monks of the Sovereign Chorus, these are men and women from all places and walks of live who came to the monastery and heard the song. A new initiate is asked only to touch the Monolith and if they are truly able to hear the song of the Chorus, the monolith emits a constant, low yet pleasing humm and it begins. Very faintly in the initiate's head, they can hear it. Not enough to join in full song, but they can hear it. When the ritual is complete the Abbott and Deacon present them with their monk’s robes and their holy symbol, the Maker’s Seal, which is a crystal medallion made from the shards collected by Lorn Elmennios himself. When a monk sings, wearing the symbol allows them to speak normally. Singing allows the monk to cast spells. The monks celebrate no special holidays, and in truth the only time work stops at the Abbey is when a Monk undergoes the Transcendence.
The longer a monk hears and sings in the chorus, the more insubstantial their form becomes, eventually resembling the body of the Maker of Stars that Lorn Elmennios saw when he touched the crystal. The Transcendence can occur at any time, a monk simply fades out of existence entirely, their robe and symbol falling to the ground. The robes are then gathered up, and placed on display around the monolith, and the symbol taken by the Abbott to await its new owner.
The Celestial Hymn:
The chant that is sung by the friars of the Chorus is in a language that has yet to be deciphered by scholars. Upon study by the Knights of the Word, it was found that what words could be picked out from the hypnotic rhythm seemed to be an ancient, but by no means primitive form of Celestial. The Knights were not able to understand what it is the monks were saying, but they were able to determine that the Hymn is cyclical; in other words, the monks are repeating the same message in song, over and over again.
The Maker of Stars - The Maker, the Eternal One
“Hear the song of the universe, and you will understand.”
The Maker of Stars is the patron deity of the House of the Sovereign Chorus. What aspects of the universe he governs is unknown to mortals, it is possible it is a divine manifestation of the universe itself. In truth, the Maker of Stars is the first and oldest of the Ky’ian Adratch.
Home Plane: Unknown
Description: The true form of the Maker of Stars has never been seen by mortals. It has only appeared to the living as a humanoid shaped mass made of what appears to be the night sky itself.
History: Nothing is known of the history of the Maker of Stars before its first recorded appearance on Aerith after the end of the War of Mourning Saints. Even the monks of the Chorus have no secret or hidden chronicles that detail his early existence. Secrets would denote attachment and who or what the Maker is or was before his appearance on Aerith is of no concern to them either, only its current message is of any importance.
Portfolio: Creation, Destruction, Order, Chaos
Symbols: Followers of the Maker wear a crystal amulet handed down from the creation of the monastery. Each bears the mark of the Maker.
Organization: The followers of the Maker of Stars have organized themselves into what the world knows as the House of the Sovereign Chorus. An order of monks who constantly sing “the song of the universe.” They keep a low profile on the world stage and focus on hospitality and charity.
Followers: Monks of the Sovereign Chorus
Favored Weapon: None. Violence is abhorrent to the monks of the Chorus. While some do practice martial arts and other forms of unarmed combat it is strictly a form of meditation. Monks are not permitted to take any form of life under any circumstances.
Holy Texts:
The Celestial Hymn: This haunting melody sung by monks of the Chorus is one of Aerith’s most confounding religious mysteries. It is in a language that has been impossible to decipher, though it has slight traces of Celestial. After intense study, the Knights of the Word as well as Temple scholars have only been able to deduce that the monks are repeating the song over and over again.
Dogma: There is reason behind chaos, and chaos in reason. There is no creation without destruction, no discord without harmony. Put your faith in the universe, as I once did, and all will be made clear. Hear the song, and you will understand.
Initiations & Rites:
The Sound of Silence: The initiation ritual for the monks is simple in execution but has been known to drive those unworthy to madness. The initiate is confined in the monolith’s reliquary for three days. During that time they are subjected to complete silence and stillness allowing them the opportunity to attune their consciousness to the sound of the celestial hymn. Those that hear it emerge from the reliquary in perfect harmony with the song.
Those who were never able to hear the sound never complete the three day trial. Inside the chamber is a rope attached to a large bell in the tower above the monastery, the unworthy pull the bell frantically trying to break the silence? There is, however, no limit to the number of times a person can undertake the ritual. If successful, a new monk of the chorus is given his robes and holy symbol and allowed to remain in the monastery as a full member of the order.
Dissociation of Heart:
The first right of passage undergone by monks of the chorus involves their transcendence from the emotional barriers that interrupt and block the natural ebb and flow of the energies of the universe as well as the consciousness of other living beings. While there are no outward or physical signs of this change, those that have passed this first great hurdle command a great peaceful, calming presence and become keenly aware of the world they seek to attune with. This stage of understanding is noted and formally recognized by the Abbott or Deacon of the Chorus and represented by a knot on the monk’s rope belt.
Dissociation of Thought:
The second rite of passage is also the most dramatic to behold. Having become completely attuned to the surrounding world, and with the emotional limiters stripped away the consciousness of the monk is now free to begin to understand its relationship to the greater scheme of the universe. He realizes at this point that there is no universe to attach to, that he and the totality of existence are in fact a single entity and that the only thing that limits or restricts his assimilation into the whole of existence is own interpretive and perceiving mind. He understands that reality is completely subjective and that he cannot become part of the higher consciousness if his mind still struggles to quantify and perceive a state of understanding that his mortal mind cannot hope to comprehend without becoming one with it. Allowing his thinking mind to fade away and replacing it with pure, uninterrupted presence, the monk becomes a semi-corporeal being that resembles his own form as well as that of the depictions of the Maker of Stars. This level of understanding is recognized by the Deacon or Abbott and represented by two more knots of the monk’s rope belt.
Dissociation of Form:
This final rite of the Chorus is the only one that isn’t undertaken voluntarily though it is one devoutly to be wished for and the most sacred as well as joyous of all rituals. By this stage, the monk has become so attuned to the greater will of the universe and so aware of his innate connection to that macrocosm that he transcends the final attachments to the only thing he has left, his physical body. Those prepared to take this final step, in the midst of singing the Celestial Hymn simply fade out of existence, leaving behind only their robes and holy symbol. It is believed they have become beings of pure consciousness and have departed to dwell with the Maker of Stars.
Aphorisms:
“May your soul speak freely.” – A common greeting given by monks of the Chorus.
“The mind listens, the heart hears.” – A parting wish given only to non-members of the Chorus.
Role of Clerics:
Formal Attire: Because of their vows of detachments of material forms, monks of the chorus wear only plain robes with rope belts. Only the abbot and deacon wear different robes, and even they vary only in color.
Special Dispensation:
Attuned – Monks of the Chorus, unlike other ecclesiastical ranks and orders do not pray for their spells, nor must they keep sacred texts with them at all times. In order to gain their abilities, they merely have to join in song with the Hymn they always hear in the back of their minds. After an hour, their repertoire of blessings and magic is completely refreshed.
Role of Other Classes:
Few who can hear the Celestial Hymn continue their old lives and vocations, those that do live out their lives normally and while they seem to radiate an inner peace and wield preternatural understanding, they also feel a deep sense of painful incompleteness.
Myths:
Celebrations & Holidays: The Chorus sets aside almost no days as having any religious significance. They do however observe the anniversary of the discovery of the crystal shard with a day of total silence, and meditation.
Relics of the Faith:
The Crystal Monolith:
Planar Ally: Unknown
Avatars: The avatars of the Maker have never been seen on Aerith, but have appeared elsewhere as beings of pure energy known as Archons.
Relations with Other Religions:
The Oracles:
At the end of the War of the Talon, the Cathedral of Light and the Mass of the Oracles were one entity. It was the edict of the Hierophant that the Cathedral was the sole province of man, and the demi human races were not permitted to join. This so outraged the leaders of the Mass that they collectively, sent word to the Cathedral that they would be forever split, and that the arms of the neutral gods would gladly welcome those who had fought and died for the Light that now denied them. Since then the faithful of the Mass of the Oracles are mostly non-humans. Though the neutral pantheon has no set capitol or leader, the Neutral Gods did provide several means of satisfying the greater needs of their faithful.
The first gift given to the mortals of Aerith were the Oracles, immortal beings that spoke the word of their deity and offered advice to any who sought it, not just followers. They all take various forms and are scattered across the world. The followers of the neutral gods do warn those that would seek the guidance of the oracles, most people come back from the experience changed in some way or another. Sometimes you don’t get the answer you like, or even expect.
The Riddle of Death:
In the Duchy of Lyanmarr is a small monastery dedicated to the goddess of death. Unassuming from the outside, behind its walls is a stunning garden of dried flowers that somehow spring forth from the earth regardless of the season. At the center is the statue of a skeleton dressed in monks robes. It is said asking the statue a question will produce a riddle that has no answer in itself, but contains a hint to the answer you truly seek.
The Chaos of Reason:
In the Agriss Mountains is a labyrinth whose walls shift constantly, passages open where there were none before. The walls are made of hundreds of small chips that are slid into place by a pair of dwarven twins. Their movements are in perfect sync, and often finish each other’s sentences. When a question is posed to them the room shifts yet again, the chips fall out of place and the twins must put them back in order, walking the maze and following the pictures that unfold may offer a clue as to the source of the chaos in your life.
The Reflection of Longing:
Hidden away on a tiny island in the Black Shore islands are the remains of a lighthouse. The interior however is a lavish stone, spiral staircase, its walls lined with mirrors of various shapes and sizes. A playful, childlike voice beckons you towards the top where in a mass of total darkness is a large mirror. There you are shown a hidden treasure buried deep in your soul.
The Voice of Understanding:
In the desolate wastes of Aranoc are the remains of a wall and door. Entering the door brings you to a plain room with a table and 2 chairs, a perfect mirror image. But as you walk in, you can see yourself walk in from the opposite door. You ask your questions and receive the answer from the only person who can truly answer them.
The Perception of Chance:
Tucked away in the countryside of Louve is the home a fortune teller. Entering her home, you find yourself on a balcony looking down on her at a table. You may ask her a question, but it cannot be about you but could certainly involve you. She deals out the tarot, dozens upon dozens of cards. Then announces that the answer has been presented to you? But the cards say nothing – or do they?
The Mechanics of Balance:
Somewhere in the jungle of Sondritch lives a gnome and his workshop of confounding inventions. A strange mechanical device that he is constantly fixing and fidgeting with. If one should find him, he can usually be persuaded to let you operate his device. Simply give it something you want, and it will return to you something you need.
The Bounty of Awe:
Just inside Iorill forest in the country of Kestenvale is a lavish garden tended by a leper woman who lives in a nearby cottage. Visitors are asked to go into her garden and return to her the most beautiful blossom they can find. If she is satisfied, she tells them how to cultivate their dreams that they too may blossom.
The Standing Stones:
While it is known that the standing stones were a boon granted by the neutral gods for the benefit of all of Aerith’s people, their exact function is a Mystery. They are always a group of seven stone pillars, varying in height and arranged in a semi-circle but are otherwise unadorned. Unknown to all but Aerith's most worldly, is the true nature of these divine gates. When the neutral pantheon first arrived, they knew that because no deity forged this new world, their influence was limited. So they banded together to create gateways to their planes. The gates however had a fatal flaw in that the gods themselves could not traverse the barrier, but their minions could. This helped them to secure a power base, and more easily reward and aid their faithful.
Meditation comes more easily at the stones, as does rest for the weary. Strange dreams can be found there, prophetic to some through liberal interpretation. Legend also speaks of displaced souls entering the world once more through these gates, to what end none can say, but a clue may lie in the fact that the stones all lie at the junction of ley lines.
Cults & False Gods:
Living mortals, for political or monetary gain from cults of worship based on their presence of personality. Usually, these people alone do not possess or are capable of any actual magic or divine power and sucker people into buying into their agenda using (Heron) type mechanics that simulate magical/divine power. It’s purely a cult of personality and is most often done to force some political influence in a local or very specific area or among a group of people.
This includes:
Imperial Cults - A form of state sanctioned religion in which an Emperor or dynasty of emperors are worshiped as messiahs, demi gods or deities. Cults of Personality that rely on deception to gain devotees, usually just for money or political influence.
Political Cults - A form of propaganda that employs trickery, deceit, technological tricks that mimic magical or divine powers and in some cases gang violence to achieve political power for the individual of devotion.
The Corrupted:
Not long after the “Curse of Areeott, in the depths of Iorill Forest, a cult of druids sought a way to stem the advance of ‘The Desolation’, the cursed land surrounding the Seinrill Castle from spilling over into the incorrupted forests the druidic order known as the Blue Dawn had made themselves the guardians. Their master attempted to parlay with the Baron Seinrill. He was tricked, in a sense, being told that another far greater threat loomed just beyond the veil. The master of the Blue Dawn made a deal with the Baron, foolishly thinking that it was the Baron Seinrill who controlled the spread of The Desolation (rather than the dark God Lazzill) and was given an ancient ritual of Dragon Magic by the Baron who instructed him to travel into the very center of Iorill forest, a series of glades considered unspeakably holy to perform a ritual that would summon allies to combat this evil, to serve as allies under the control of the Blue Dawn to battle this nameless threat.
What happened instead was the opening of a rift to a nightmare. From this portal came an open door from which the legion known as “The Corrupted” spilled forth. They were a force of evil and destruction unrivaled since the tyranny of the Prime Dragons. These beings were neither demon nor devil but something...else. Aberrations from a dimension of pure nightmare. From the forests of Iorill came a new, terrible threat to both mortals and the Pantheon. Their intent was merely to use the power of Aerith to continue an endless war against their own ancient enemy - the Sylvan. Despite being tricked into unleashing these abominations, it left the master of the Blue Dawn in the debt of the Baron Seinrill who would go on to use him and the order as a pawn until the end of the Second Prophet’s Crusade.
Dark Exodus:
Their goal is to subjugate every corner of the multiverse as they pursue someone or something. They destroy and/or corrupt every world they come across. They are the sworn enemy of the Sylvan Gods and Sylvan Races.
The Sylvan:
Sensing the movement of The Corrupted, The Sylvan powers followed them opening a their own gateway into the realm of Aerith that nullified the opening created by the Blue Dawn. An opening to their world, a place that harmonized with the holy depths of Iorill that became known as J’Orell. What damage the corrupted had done couldn’t be reversed and their are parts of the forest that remain tainted by the movement of The Corrupted and parts that have been infused with a strange type of magic from the distant fae realms. They brought with them their war against The Corrupted. They represent the powers and influence of the traditional Sylvan races. Elves, sprites, fae, satyrs, goblins etc. Their embrace by traditional human religions caused the schism that ended in one of the Hierophant’s drafting the “Doctrine of Man” and taking part of the Cathedral of Light to settle in what is now Mirrok.
Entaris & the Historians:
The remaining Magus of the Circle of Nine that created the universe still travel around in various forms. They wield a power that goes far beyond god-like to a level that not even the Ky’ian Adratch gods have yet to achieve. They both exist and do not exist. Their forms and consciousness have transcended both physical, mental and spiritual limits that allow them to wander across the multiverse in forms both imperceptible and unfathomable by mortal minds. Their existence and nature is absolutely unknown to the people of Aerith save but for the few that Entaris has revealed bits of this information.
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