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#REDIRECT [[Small_Gods_of_the_City_(Local_Faiths)]]
== B'aara ==
 
{{Deity|title=B'aara
|align=left
|godPic=Baara.png
|godName=B'aara
|godTitle=The Mother
|godOf=God of Water
|godFollower=Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans
|godDomain=Water, Creation, Good, Halfling, Protection, Healing, Repose, Suffering, Nobility
}}
 
'''B’aara, called the Mother: God of Water. Overgod of the Wheel, she is also symbolic of the pantheon itself. Said to have created the River Edutu. Her clergy are most closely associated with the Sultanate.
'''
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the B’aarat
|Protect life; its beauty springs life from desolation.
|-
|Aid the weak; their reborn vigor shall strengthen us all in turn
|-
|Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.
|-
|Tend to the dying; once atime they tended to thee.
|-
|Spread the waters; its channels and tributaries are arteries of the world.
|-
|Seek purity; to cleanse wickedness invigorates the spirit.
|}
 
 
 
 
 
==Agaslakku==
 
{{Deity|title=Agaslakku
|align=right
|godPic=Agaslakku.png
|godName=Agaslakku
|godTitle=The Warrior
|godOf=God of War
|godFollower=Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans
|godDomain=Fire, Chaos, War, Law, Orc, Planning, Protection, Strength, Metal, Tyranny
}}
 
Agaslakku, called the Warrior: God of War. The patron of soldiers. A prodigal brother, as Ashfolk culture strictly rejects violence. Nonetheless considered an important protector. His clergy are largely Janissaries and outlanders.
 
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the Agasians
|-
|Make war; battle tempers the flesh and strengthens resolve.
|-
|Reap the spoils; a warrior's fortunes are made upon the field.
|-
|Keep the faith; the devout warrior claims victory from defeat.
|-
|Where an Axe is broken, return it to the earth so that it might join its worthy kin.
|-
|Die well; in death be revered by your brothers.
|-
|Record the glorious; their tales may be remembered for eternity.
|}
 
 
 
 
 
==Izdu==
 
 
{{Deity|title=Izdu
|align=left
|godPic=Izdu.png
|godName=Izdu
|godTitle=The Magi
|godOf=God of Wisdom
|godFollower=Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists
|godDomain=Magic, Law, Earth, Planning, Trade, Knowledge, Fate, Spells, Time, Stars, Rune
}}
 
Izdu, called the Magi: God of Wisdom. Second only to B’aara herself. Considered the wellspring of Ashfolk civilization and culture. His clergy populate the Academies of Baz’eel.
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the Izdur
|-
|Seek knowledge; true enlightenment is found through understanding.
|-
|Tutor the ignorant; spread the light of wisdom to the dark corners of the world.
|-
|Protect the word; knowledge lost is a grave sin.
|-
|Record insights; truth is found in the broadest mind.
|-
|Scribe chronicles; the present contains the lessons of the future.
|-
|Create wonders; your mark on the world should be felt by all.
|-
|Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.
|}
 
 
 
 
 
==Gellema==
 
 
{{Deity|title=Gellema
|align=right
|godPic=Gemella.png
|godName=Gellema
|godTitle=The Sabotage
|godOf=God of Trickery
|godFollower=Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, & other Peripherals
|godDomain=Stars, Chaos, Evil, Luck, Trickery, Illusion, Darkness, Charm, Poison, Knowledge, Magic
}}
 
Gellema, called the Sabotage: God of Trickery, Deceit and Hedonism. Respected as a safeguard against ill wills. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the Gellemedes
|-
|Foster obscurity; the unknown fosters more fear than the known.
|-
|Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.
|-
|At dusk aren’t shadows, and the gleaming moon casts no ray.
|-
|Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.
|-
|Hoard secrets; knowledge is power and hidden knowledge gives you power over others.
|-
|Write over graven words. Burn the letter.
|-
|Convince the certain of uncertainty.
|-
|Memory is corrupt, history is death, seek continuously the immanent.
|}
 
 
 
 
 
==Warad==
 
 
{{Deity|title=Warad
|align=left
|godPic=Warad.png
|godName=Warad
|godTitle=The Wanderer
|godOf=God of Travel
|godFollower=Nomads, Travelers, Merchants, Caravaners, Messengers, Explorers
|godDomain=Air, Earth, Law, Travel, Trade, Protection, Sand, Sea
}}
 
Warad, called the Wanderer: God of Travel. Warad is the protector of all travelers. Said to forever wander the desert, and many sightings are reported each year. His clergy populate taverns and way-stations. They are not a wealthy faith.
 
{| style="margin: 0 auto;"
|+ Tenets of the Waradim
|-
|Protect the borders; turn back invaders that threaten your people.
|-
|Carry messages; spread tales and knowledge of the roads and sanctuaries.
|-
|Aid travelers; defend them on the road, and watch over their passing.
|-
|Seek new roads; new paths bring prosperity and protection for travelers.
|-
|Defy thieves and bandits; the borders must be guarded lest danger run rife.
|-
|Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.
|}
 
==Kalim & Gamil==
 
{{Deity|title=Kalim & Gamil
|align=right
|godPic=Twins.png
|godName=Kalim & Gamil
|godTitle=The Martyrs
|godOf=Gods of Death
|godFollower=Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians
|godDomain=Death, Earth, Good, Trickery, Rune, Suffering, Fate, Repose, Metal
}}
 
 
Kalim & Gamil, called the Martyrs: Gods of Death. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the Twindari
|-
| Mourn the dead; their lives should be celebrated and their part in the world remembered.
|-
| Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.
|-
| Protect the sacred grounds; to break the sacred grounds is the greatest of sins.
|-
| Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.
|-
| Obey your elders; their wisdom is born of ages, and they know what is best.
|-
| Collect secrets and knowledge of value, and teach them to the worthy.
|}
 
 
==Urazzir==
 
 
{{Deity|title=Urazzir
|align=left
|godPic=Urazzir.png
|godName=Urazzir
|godTitle=The Wroth
|godOf=God of Vengeance
|godFollower=The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive
|godDomain=Evil, Retribution, Undeath, Fate, Time, Hatred, Death, Frost, Suffering
}}
 
Urazzir, called the Wroth: God of Vengeance. His Temples are frightful places where the wronged go to invoke vengeance against their enemies.
 
{|class="wikitable" style="margin: 0 auto;"
|+ Tenets of the Urazzii
|-
| Do not allow a wrong to stand unanswered. Proclaim for  justice, rally the people, stone the sinners.
|-
| Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.
|-
| Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.
|-
| Do not allow a wrong to stand unanswered. Proclaim for  justice, rally the people, stone the sinners.
|-
| You are required to root out evil if you foresee it, never assume innocence.
|}
 
==Kula==
 
{{Deity|title=Kula
|align=right
|godPic=Kula.png
|godName=Kula
|godTitle=The Wild
|godOf=God of Nature and Life
|godFollower=Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists
|godDomain=Storm, Earth, Air, Sand, Moon, Blood, Decay, Spider, Creation
}}
 
Kula, called the Wyld: God of Nature and Life. Specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy is large and decentralized in a network of gardens, sanctuaries and in radical organizations.
 
{| style="margin: 0 auto;"
|+ Tenets of the Kulamet
|-
| Tend growth; things that grow bring life to the world, fed by the Mother’s tears.
|-
| Feed the earth; the Wyld smiles when the land’s belly is full.
|-
| Cultivate flocks; animals are beloved of me, and she desires that they multiply.
|-
| Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to.
|-
| Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.
|-
|Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.
|-
|Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.
|}
 
==Bashmu==
 
{{Deity|title=Bashmu
|align=left
|godPic=Bashmu.png
|godName=Bashmu
|godTitle=The Wyrm
|godOf=God of Monsters
|godFollower=Pariahs, The Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry
|godDomain=Fire, Evil, Chaos, Strength, Tyranny, Poison, Decay, Sea
}}
 
{| style="margin: 0 auto;"
|+ Tenets of the Bashmu-kar
|-
|???
|}
 
 
 
 
==Pra'raj==
 
 
{{Deity|title=Pra'Raj
|align=right
|godPic=
|godName=Pra'Raj
|godTitle=
|godOf=God of The Self
|godFollower=
|godDomain=Fire, Death, Knowledge, Sun, War, Metal, Retribution, Destruction
}}
 
Pra'Raj
'' '''“Reject them, denounce them; those who claim their singular Godhood. Those imperfect, and flawed remnants of an ancient world.''' ''
 
We all carry that same spark of divinity, nurtured and tempered by the roaring sun. Its rays tending that same seed within us, that same potential. Reject blind supplication, and instead gaze inwards, and seek perfection.”
 
The Adherents of Pra’Raj is a scattered, mostly hidden belief system that rejects the divinity of Gods, and the inherent apathy of Atheism and instead focuses on inner belief, and the Divinity of the Self.
 
The name Pra’raj has been ubiquitous in the history of the Disc, through the rise and fall of many empires. Not inherently foul, and in many places anything but; in recent years, the name Pra’raj has been synonymous with the fell deeds of Zojhir, and Qa’im, whose interpretation of the system and its teachings have taken a nefarious turn.
 
It is this interpretation and the myriad propaganda  campaigns over the centuries from the Wheel faith and their temples and priests that have seen its adherent sects driven underground, persecuted and hunted to near extinction by numerous Inquisitions.

Revision as of 15:12, 12 February 2023

B'aara

B'aara
Baara.png

The Mother
God of Water
Worshippers
Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans
Domains
Water, Creation, Good, Halfling, Protection, Healing, Repose, Suffering, Nobility

B’aara, called the Mother: God of Water. Overgod of the Wheel, she is also symbolic of the pantheon itself. Said to have created the River Edutu. Her clergy are most closely associated with the Sultanate.

Tenets of the B’aarat
Protect life; its beauty springs life from desolation.
Aid the weak; their reborn vigor shall strengthen us all in turn
Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.
Tend to the dying; once atime they tended to thee.
Spread the waters; its channels and tributaries are arteries of the world.
Seek purity; to cleanse wickedness invigorates the spirit.



Agaslakku

Agaslakku
Agaslakku.png

The Warrior
God of War
Worshippers
Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans
Domains
Fire, Chaos, War, Law, Orc, Planning, Protection, Strength, Metal, Tyranny

Agaslakku, called the Warrior: God of War. The patron of soldiers. A prodigal brother, as Ashfolk culture strictly rejects violence. Nonetheless considered an important protector. His clergy are largely Janissaries and outlanders.


Tenets of the Agasians
Make war; battle tempers the flesh and strengthens resolve.
Reap the spoils; a warrior's fortunes are made upon the field.
Keep the faith; the devout warrior claims victory from defeat.
Where an Axe is broken, return it to the earth so that it might join its worthy kin.
Die well; in death be revered by your brothers.
Record the glorious; their tales may be remembered for eternity.



Izdu

Izdu
Izdu.png

The Magi
God of Wisdom
Worshippers
Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists
Domains
Magic, Law, Earth, Planning, Trade, Knowledge, Fate, Spells, Time, Stars, Rune

Izdu, called the Magi: God of Wisdom. Second only to B’aara herself. Considered the wellspring of Ashfolk civilization and culture. His clergy populate the Academies of Baz’eel.

Tenets of the Izdur
Seek knowledge; true enlightenment is found through understanding.
Tutor the ignorant; spread the light of wisdom to the dark corners of the world.
Protect the word; knowledge lost is a grave sin.
Record insights; truth is found in the broadest mind.
Scribe chronicles; the present contains the lessons of the future.
Create wonders; your mark on the world should be felt by all.
Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.



Gellema

Gellema
Gemella.png

The Sabotage
God of Trickery
Worshippers
Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, & other Peripherals
Domains
Stars, Chaos, Evil, Luck, Trickery, Illusion, Darkness, Charm, Poison, Knowledge, Magic

Gellema, called the Sabotage: God of Trickery, Deceit and Hedonism. Respected as a safeguard against ill wills. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.

Tenets of the Gellemedes
Foster obscurity; the unknown fosters more fear than the known.
Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.
At dusk aren’t shadows, and the gleaming moon casts no ray.
Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.
Hoard secrets; knowledge is power and hidden knowledge gives you power over others.
Write over graven words. Burn the letter.
Convince the certain of uncertainty.
Memory is corrupt, history is death, seek continuously the immanent.



Warad

Warad
Warad.png

The Wanderer
God of Travel
Worshippers
Nomads, Travelers, Merchants, Caravaners, Messengers, Explorers
Domains
Air, Earth, Law, Travel, Trade, Protection, Sand, Sea

Warad, called the Wanderer: God of Travel. Warad is the protector of all travelers. Said to forever wander the desert, and many sightings are reported each year. His clergy populate taverns and way-stations. They are not a wealthy faith.

Tenets of the Waradim
Protect the borders; turn back invaders that threaten your people.
Carry messages; spread tales and knowledge of the roads and sanctuaries.
Aid travelers; defend them on the road, and watch over their passing.
Seek new roads; new paths bring prosperity and protection for travelers.
Defy thieves and bandits; the borders must be guarded lest danger run rife.
Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.

Kalim & Gamil

Kalim & Gamil
Twins.png

The Martyrs
Gods of Death
Worshippers
Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians
Domains
Death, Earth, Good, Trickery, Rune, Suffering, Fate, Repose, Metal


Kalim & Gamil, called the Martyrs: Gods of Death. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.

Tenets of the Twindari
Mourn the dead; their lives should be celebrated and their part in the world remembered.
Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.
Protect the sacred grounds; to break the sacred grounds is the greatest of sins.
Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.
Obey your elders; their wisdom is born of ages, and they know what is best.
Collect secrets and knowledge of value, and teach them to the worthy.


Urazzir

Urazzir
Urazzir.png

The Wroth
God of Vengeance
Worshippers
The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive
Domains
Evil, Retribution, Undeath, Fate, Time, Hatred, Death, Frost, Suffering

Urazzir, called the Wroth: God of Vengeance. His Temples are frightful places where the wronged go to invoke vengeance against their enemies.

Tenets of the Urazzii
Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.
Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.
Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.
Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.
You are required to root out evil if you foresee it, never assume innocence.

Kula

Kula
Kula.png

The Wild
God of Nature and Life
Worshippers
Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists
Domains
Storm, Earth, Air, Sand, Moon, Blood, Decay, Spider, Creation

Kula, called the Wyld: God of Nature and Life. Specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy is large and decentralized in a network of gardens, sanctuaries and in radical organizations.

Tenets of the Kulamet
Tend growth; things that grow bring life to the world, fed by the Mother’s tears.
Feed the earth; the Wyld smiles when the land’s belly is full.
Cultivate flocks; animals are beloved of me, and she desires that they multiply.
Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to.
Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.
Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.
Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.

Bashmu

Bashmu
Bashmu.png

The Wyrm
God of Monsters
Worshippers
Pariahs, The Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry
Domains
Fire, Evil, Chaos, Strength, Tyranny, Poison, Decay, Sea
Tenets of the Bashmu-kar
???



Pra'raj

Pra'Raj
[[File:|75px]]

'
God of The Self
Worshippers

Domains
Fire, Death, Knowledge, Sun, War, Metal, Retribution, Destruction

Pra'Raj

 “Reject them, denounce them; those who claim their singular Godhood. Those imperfect, and flawed remnants of an ancient world.  

We all carry that same spark of divinity, nurtured and tempered by the roaring sun. Its rays tending that same seed within us, that same potential. Reject blind supplication, and instead gaze inwards, and seek perfection.”

The Adherents of Pra’Raj is a scattered, mostly hidden belief system that rejects the divinity of Gods, and the inherent apathy of Atheism and instead focuses on inner belief, and the Divinity of the Self.

The name Pra’raj has been ubiquitous in the history of the Disc, through the rise and fall of many empires. Not inherently foul, and in many places anything but; in recent years, the name Pra’raj has been synonymous with the fell deeds of Zojhir, and Qa’im, whose interpretation of the system and its teachings have taken a nefarious turn.

It is this interpretation and the myriad propaganda campaigns over the centuries from the Wheel faith and their temples and priests that have seen its adherent sects driven underground, persecuted and hunted to near extinction by numerous Inquisitions.