Small Gods of the City (Local Faiths): Difference between revisions

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'''<big>Associated domains are recommendations, not requirements, and a Primary Domain must still be taken to be valid as a Relic Guardian (Cleric).</big>'''
==NOTICE==
This page exists as a historical reference to beliefs and taboos that existed in Chapter 5: The City of Rings. The beliefs here are obsolete, many of which have fallen out of fashion even in refugees arriving from that chapter, and certainly do not prevail in the Sands of Intrigue. No directory of the wiki should lead here.


=''Official Faith of the Realm''=
<big>''Due to recent in-game events, only one form of worship is legally permitted by the ruling Peerage, and citizenship in the Peerage Ward requires public devotion to it.''</big>
==The Lord & Lady==
==The Lord & Lady==
[[File:Triune.png|Frameless|300px]]
'''Associated Domains:  Nobility, Law, Sun, Travel, War, Protection'''
'''Associated Domains:  Nobility, Law, Sun, Travel, War, Protection'''


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'''Special Requirements: None'''
'''Special Requirements: None'''


The faith of the Lord & Lady is the organised religion of the Peerage Ward, endorsed by the Royal Archives and (supposedly) practiced by all members of the nobility and their sworn vassals.  The centre of the mythology revolves around the Lord Departed, who once ruled over the Peerage Ward but left to undertake a quest of errantry to vanquish a Great Evil, leaving his newborn child (often interpreted as a euphemism for the Peerage Ward) in the care of his Lady-in-Waiting - with a Promise made through the blood of their child that he would one day return to her.  Several different interpretations of this myth exist, though all of them revolve around this core plot and character archetypes.
The faith of the Lord & Lady is the organised religion of the Peerage Ward, endorsed by the Royal Archives and (supposedly) practised by all members of the nobility and their sworn vassals.  The centre of the mythology revolves around the Lord Departed, who once ruled over the Peerage Ward but left to undertake a quest of errantry to vanquish a Great Evil, leaving his newborn child (often interpreted as a euphemism for the Peerage Ward) in the care of his Lady-in-Waiting - with a Promise made through the blood of their child that he would one day return to her.  Several different interpretations of this myth exist, though all of them revolve around this core plot and character archetypes.


This broad religion is the parent faith of three component parts - the Lady-in-Waiting, the Lord Departed, and the ancient sun deity known as the Promise.  As the primary foundation on which the social structure of the Peerage Ward rests, all citizens of the Ward are expected to profess devotion to this faith - to do otherwise is to invite suspicion, social rejection and potentially even accusations of heresy or dreaded Changeling witchcraft...
This broad religion is the parent faith of three component parts - the Lady-in-Waiting, the Lord Departed, and the ancient sun deity known as the Promise.  As the primary foundation on which the social structure of the Peerage Ward rests, all citizens of the Ward are expected to profess devotion to this faith - to do otherwise is to invite suspicion, social rejection and potentially even accusations of heresy or dreaded Changeling witchcraft...
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'''Special Requirements: None'''
'''Special Requirements: None'''


Followers of the Nine Faced God doubt the existence of any other true deity and all, and instead ascribe all other over-powers everywhere as simple manifestations of their god's many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influences reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.
Followers of the Nine Faced God doubt the existence of any other true deity at all and instead ascribe all other over-powers everywhere as simple manifestations of their god's many faces and aspects. The God is understood not to directly have specific faces (or, indeed, to possess any true form), but rather manifest itself in nine separate metaphysical directions that influence reality. Faith is heavily based upon obscure numerological principles, with different interpretations of the importance and meaning of respective numbers hotly contested and debated. Many followers carry with them certain special nine-sided die that they roll to offer guidance and wisdom.


While followers will definitely argue and disagree about t he meaning of certain numbers, the following meanings are commonly ascribed:
While followers will definitely argue and disagree about the meaning of certain numbers, the following meanings are commonly ascribed:


* 9 - Fortune, Luck, Chance, Possibility
* 9 - Fortune, Luck, Chance, Possibility
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* 1 - Fate
* 1 - Fate


There is no particular creed or ideology that comes with such a faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God's Nine Faces, until at last they meet their final fate.
There is no particular creed or ideology that comes with this faith with followers tending to believe that the notion of trying to please a god through sacrifice or virtuous act is hopelessly naive. Instead, followers of the Nine Faced God simply know that they must go their own way, influenced at every step by the God's Nine Faces, until at last, they meet their final fate.


Some followers tend to use the phrase "marked by <a number>" as a way to describe their own views and path. For example, "marked by nine" tends to mean that they have had a lucky life. A scholar might be "marked by four" or an explorer as "marked by five."
Some followers tend to use the phrase "marked by <a number>" as a way to describe their own views and path. For example, "marked by nine" tends to mean that they have had a lucky life. A scholar might be "marked by four" or an explorer as "marked by five."
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'''Associated Domains: Travel, Luck, Trade, Charm, Portal'''
'''Associated Domains: Travel, Luck, Trade, Charm, Portal'''


'''Focus: Beggars, Wealthseekers, Hedonists, Politicians'''
'''Focus: Wealthseekers, Hedonists, Politicians'''


'''Special Requirements: None'''
'''Special Requirements: None'''
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'''Associated Domains: Evil, Death, Trickery, Darkness, Luck'''
'''Associated Domains: Evil, Death, Trickery, Darkness, Luck'''


'''Focus: Thieves, Criminals, Murderers, Shadows'''
'''Focus: Knaves, Criminals, Shadows'''


'''Special Requirements: Non-Good'''
'''Special Requirements: Non-Good'''


There are many legends and fables about old Grandfather, each a different telling, but the local thieves and criminal element of Ring 99 in particular are quick to ask for a blessing from Old Grandfather before any heist or dark deed.
There are many legends and fables about Grandfather, each a different telling, but the local thieves and criminal element of Ring 99, in particular, are quick to ask for a blessing from Old Grandfather before any heist or dark deed.


Of particular note is "Grandfather's Code," a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill fortune.  Those thieves who disregard "Grandfather's Code" are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather's Code.
Of particular note is "Grandfather's Code," a somewhat murky and ambiguous code of conduct that is meant to keep Grandfather pleased and avert ill-fortune.  Those thieves who disregard "Grandfather's Code" are said to always come to a bad end.  Notably, every thief seems to have their own version of Grandfather's Code.


There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man who turned to the life of a gentleman thief after his family's inheritance was stolen by wild brigands.  
There are many fables and legends about Old Grandfather. In some, he is an actual thief who can pass through walls and steal piles of gold and rubies from greedy merchants. Others speak of his many dark servants that he calls up from the underworld to enact justice on his enemies. In others, he is a kindly old man who turned to the life of a gentleman thief after his family's inheritance was stolen by wild brigands.  


Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however there is no denying that the creed seems to have a certain enduring quality about it...
Most consider this faith as a mere superstition, born from campfire tales and clung to by superstitious thieves and desperados, however, there is no denying that the creed seems to have a certain enduring quality about it...


==The Ancestors==
==The Ancestors==
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The faith of the Ancestors is known to the dwarves as one of the "true faiths"; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.
The faith of the Ancestors is known to the dwarves as one of the "true faiths"; believing that on their death they shall be enshrined in legend, to be remembered by their descendants and join their Ancestors - if they are judged to be worthy. The obsession with the legends of the faith takes importance over all else while attributing the most arcane of happenings to the will of the mysterious and spirit-like Ancestors who seem to whisper their sage haunting advice to only the most devoted dwarves.


The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard even for those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.
The great drive to become one of the Ancestors, to be judged worthy, has been known to drive some dwarves to truly insane, courageous and even vile acts all in the name of elevating themselves above the mundane. The faith itself is nested in a complex maze of legend, myth, superstition and ritualistic ceremony so deeply that it is hard for even those of the faith to keep them straight, perhaps in part leading to the practice of searching for a single Ancestor to devote themselves to.


Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in game will be grown over time and noteworthy PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to a broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.
Players of this faith should generally be superstitious to some degree. The legends of the Ancestors that currently exist in-game will be grown over time and noteworthy PC dwarves of some obvious prominence will be added. It is highly encouraged for players of this faith to either follow one of the Ancestor legends already defined in the game world or to make up their own (this is in addition to broader worship of the Ancestors as a whole) to further define their personal faith. You need not begin singling out one but it should be a goal to discover one to ascribe to more personally above others.


==The Lord Departed==
==The Lord Departed==
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'''Special Requirements: None'''
'''Special Requirements: None'''


From the sacrosanct halls of House Nephezar to the meager almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven's heart. This absence is what they believe has allowed evil and corruption to take root.  
From the sacrosanct halls of House Nephezar to the meagre almshouses of the Mongrelwoods, righteous men and women of holy inclination whisper their prayers to the God who once reigned in heaven, awaiting the day He shall return in all His glory to make right all the evils in the world. These desperate prayers take many forms, from pleading to bartering to invitation, but all address the profound absence felt at Heaven's heart. This absence is what they believe has allowed evil and corruption to take root.  


Yet while the Lord has gone from heaven, He has not gone from the world—or so those of the faith believe. By inviting Him into one's heart, and living a life of purity, faith, and righteousness, the faithful make ready God's throne for His renewed ascent.
Yet while the Lord has gone from heaven, He has not gone from the world—or so those of the faith believe. By inviting Him into one's heart, and living a life of purity, faith, and righteousness, the faithful makes ready God's throne for His renewed ascent.


The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.
The House of Nephezar claim a miraculous descent from the Lord Departed and His Blessed Angels, and those among the faith are often drawn to the house, where they perform innumerable liturgies, prayers, and rites in their archaic tongue.
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==The Sun==
==The Sun==


Among men the objects which stir most strongly their faith are the primal and elemental forces they witness in motion every day. The most immutable and precious of these forces is the Sun. Accordingly, it is worshiped within the Rings by not one singular cult, but by several. It's followers deny the primacy of other sects, and often engage in ritualized contests to prove the virtue of their individual cult.  
Among men, the objects which stir most strongly their faith are the primal and elemental forces they witness in motion every day. The most immutable and precious of these forces is the Sun. Accordingly, it is worshipped within the Rings by not one singular cult, but by several. Its followers deny the primacy of other sects and often engage in ritualized contests to prove the virtue of their individual cult.  


===Yeman, the Shining Lord===
===Yeman, the Shining Lord===
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'''Special Requirements: Non-Chaotic'''
'''Special Requirements: Non-Chaotic'''


The Sun in its aspect as a bringer of light and divine majesty to the Ring.  Also called "the Burning Lord," acolytes can invoke His wrath against the unclean, the unworthy, the unsociable, and the meek.  His followers praise bold action and noble bearing, and despise those who are meek or indecisive.  Magistrates, Inquisitors, and the prideful might call this faith their own.  
The Sun in its aspect as a bringer of light and divine majesty to the Ring.  Also called "the Burning Lord," acolytes can invoke His wrath against the unclean, the unworthy, the unsociable, and the meek.  His followers praise bold action and noble bearing and despise those who are meek or indecisive.  Magistrates, Inquisitors, and the prideful might call this faith their own.  


===El, the Sprinting Light===
===El, the Sprinting Light===
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'''Special Requirements: Non-Lawful'''
'''Special Requirements: Non-Lawful'''


The Sun in its aspect as a fickle being of perpetual motion and change.  El sprints jubilantly to the horizon each morning, and races the winds across the skies each day, to rest behind the edge of the world each night, nestled in the arms of his gusty lover.  To followers of this flighty faith, the Sun and Sky are one—a divine wedlock of wind and light.  Acolytes of this faith can invoke powers of motion and movement, can quicken feet and summon warm winds.  The adventurous, the capricious, and the free might call this faith their own.
The Sun in its aspect as a fickle being of perpetual motion and change.  El sprints jubilantly to the horizon each morning and races the winds across the skies each day, to rest behind the edge of the world each night, nestled in the arms of his gusty lover.  To followers of this flighty faith, the Sun and Sky are one — divine wedlock of wind and light.  Acolytes of this faith can invoke powers of motion and movement, can quicken feet and summon warm winds.  The adventurous, the capricious, and the free might call this faith their own.


===Sa'i, Who Showeth the Way===
===Sa'i, Who Showeth the Way===
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'''Special Requirements: None'''
'''Special Requirements: None'''


The Sun in its aspect as a bringer of morning revelations. He who Showeth the Way comes garbed in a robe of white light, and carries in one hand a gilded ankh whose shining loop unveils with utmost clarity the divine Truth of the world.  His is the power to unveil the strands of a man's fate, and His are the keys to unlock every door.  Acolytes of Sa'i can invoke great divinations, and are gifted revelations of the ways of magic.
The Sun in its aspect as a bringer of morning revelations. He who Showeth the Way comes garbed in a robe of white light, and carries in one hand a gilded ankh whose shining loop unveils with utmost clarity the divine Truth of the world.  His is the power to unveil the strands of a man's fate, and His are the keys to unlock every door.  Acolytes of Sa'i can invoke great divinations and are gifted revelations of the ways of magic.


===The Promise===
===The Promise===
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[[File:promise.png|Frameless|300px]]
[[File:promise.png|Frameless|300px]]


'''Associated Domains: Sun, Good, Death, Repose, Darkness'''
'''Associated Domains: Sun, Death, Repose, Darkness, Healing'''


'''Focus: The Sun, Cycles, Redemption'''
'''Focus: The Sun, Cycles, Redemption'''
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<big>''Although the cults following these creeds are rare and small, they stubbornly endure in the remote places of the City.''</big>
<big>''Although the cults following these creeds are rare and small, they stubbornly endure in the remote places of the City.''</big>


==The Hundred Scrolls==
'''Associated Domains: Law, Retribution, War, Protection, Rune'''
'''Focus: Justice, Arbiters, Vigilantes'''
'''Special Requirements: Lawful'''
The City of Rings is a lawless place; many of its wards are crowded with desperate bandits, hungry cannibals, and cruel local gangster-warlords that prey upon others. The Rings are filled with prowling monsters, unstable planar interlopers, and all kinds of deadly dangers. Faced with such dangers, there are plenty who turn to unsavory acts to stay alive: animating the dead, calling upon infernal allies, lying, theft, and worse...
Those Wards that maintain a precarious peace usually do not seek to enforce dictates against such evil acts that occur outside of their walls.
Indeed, there are few who do.
The Arbiters of the Hundred Scroll are an exception.
These strange vigilante-knights, dwelling in their mysterious Cube of unknown origin, range forth through the Rings and enact their own code of punishment upon any who would defy the esoteric law of "The Hundred Scrolls."
In their actions, many have come to look to these mysterious champions as a kind of holy order, and turn to a worship of the Scrolls themselves as the best path for a virtuous and righteous life.


==The Renunciation==
==The Renunciation==
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According to the followers of this faith, existence - which they call "The Razor Web" - is a state of profound and continuous suffering that mortal selves find themselves entangled in.
According to the followers of this faith, existence - which they call "The Razor Web" - is a state of profound and continuous suffering that mortal selves find themselves entangled in.


So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.
So what is the solution? To kill oneself? No, the Monastery claims they know of a better way to escape suffering, one which also helps others and therefore is altruistic. They claim they have received the answer to this existential conundrum from a prophet centuries ago, and ever since then, they have been the guardians and practitioners of this wisdom – a teaching that has the potential to save the entire world from suffering.


Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...
Slowly, in increasing numbers, pilgrims have begun to try to find their way to this Monastery to learn about their path...
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At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, among dozens of other conspiracies.
At heart, Pzatharun is a God of outcasts, unpredictable and whimsical in the blessings and curses they lay upon the realms of men. Associated with shapeshifting (magical or lycanthropic), changelings, disorder, bouts of mania, artistic inspiration, hedonism and fae. His nature and faith are shrouded in mystery and contradiction, with some saying Pzatharun is a lord of the Fae, others a planar embodiment of chaotic elements, among dozens of other conspiracies.


His worshipers include: artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.
His worshipers include artistic souls seeking inspiration, revellers, shapeshifters and changelings, enemies of the law, faeries and maniacs. Due to his unpredictable nature, drawing the attention of Pzatharun can be as dangerous as it is beneficial. One day his blessings might lead an author to write his greatest work, the next finding himself incapable of reading it.


==Yevathax, the Tree of the Dead==
==Yevathax, the Tree of the Dead==
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[[File:Pumpkin.jpg]]
[[File:Pumpkin.jpg]]


'''Associated Domains: Death, Undeath, Fungus, Plant, Repose'''
'''Associated Domains: Earth, Undeath, Fungus, Plant, Repose'''


'''Focus: Necromancers, the Superstitious, Pragmatists'''
'''Focus: Necromancers, the Superstitious, Pragmatists'''
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'''Special Requirements: Non-Good'''
'''Special Requirements: Non-Good'''


Yevathax (or "Yevethax," as the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshiped in dark corners and dusty cellars. Its faith is spread through rumors of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers.  
Yevathax (sometimes "Yevethax;" the exact spelling is disputed) is a minor deity in the city. It is one of a small handful of gods of undeath that are worshipped in dark corners and dusty cellars. Its faith is spread through rumours of exhausted planar prospectors having survived stumbling onto its plane of vast dry crop fields of pumpkin, wheat and corn that mature into terrible undead creatures that relentlessly attack the would-be explorers.  


Sometimes called "the Pumpkin Tree" the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift, and attacked the tree, they are not around to tell of it.  
Sometimes called "the Pumpkin Tree" the planar explorers who come across Yevathax often report a similar pattern of battling through a terrible number of undead creatures to finally make their way to a vast tree covered in pumpkins that sweeps down to give them an offering, as if it is surrendering to their prowess. If any have refused this gift and attacked the tree, they are not around to tell of it.  


Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favor of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax's colors.  
Those that offer prayer to Yevathax are not all evil, nor necromancers, and many in Ring 99 will place a pumpkin outside their door during days when necromancers roam in hopes that the favour of the Tree of the Dead will ward away evil spirits. However, all of the gifts of Yevathax are known to spread the seed of undeath one way or another and thus increase its own power in the City of Rings and almost all of them are marked by the bright orange or dark green of Yevathax's colours.  


The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labor, the defeat of one's enemies or the defense of one's family.
The Followers of Yevathax tend to be more earthy necromancers than high wizards, or shadow conjurers, and often have less ambition than other necromantic cults. They tend to fall into the dark pacts of necromancy because it is an expedient means to accomplish a task, be it farm labour, the defeat of one's enemies or the defence of one's family.


==Tchun the Sleeper==
==Tchun the Sleeper==
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'''Focus: Corruption, Slaughter, Madness, Doom'''
'''Focus: Corruption, Slaughter, Madness, Doom'''


'''Special Requirements: Evil'''
'''Special Requirements: Evil, Application'''
 
The "faith" of Tchun the Sleeper is best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism can strike without warning: it begins with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increase in intensity and terror until even waking life is a frenzied affliction of haunted visions. Tchunites, once they fully succumb to their dreadful faith, become obsessed with performing acts of extreme wickedness with the seemingly impossible idea that in so doing they will awaken "Tchun the Sleeper."
 
Occasionally Tchunites are able to stop the growth of their obsession: perhaps through intense meditation, counseling with lay-priests of another faith, or extreme will-power.
 
Most commonly, however, a Tchunite eventually loses themselves wholly to their waking nightmare.... resorting to a life of outrageous banditry, murder, and worse until they are finally put out of their misery.


Players should portray a more gradual devolution into chaotic-evil  madness- the experience of this faith is intended to be a dreadful sickening rather than as something that anyone would embrace.
The "faith" of Tchun the Sleeper was best described not as a formal religion, but rather instead almost as a kind of sickness. Tchunism could strike without warning: it began with gloomy dreams of a sleeping giant locked in ice; gradually these dreams increased in intensity and terror until even waking life was a frenzied affliction of haunted visions. Tchunites, once they fully succumbed to their dreadful faith, became obsessed with performing acts of extreme wickedness in pursuit of the seemingly impossible task of awakening "Tchun the Sleeper." Merely hearing the name of Tchun could sow the seeds of madness in the weak-minded. It was one of the City's greatest horrors.


Tchunites will tend to chant about Tchun as they lose themselves to their frenzy; please be advised that the hostility against this faith is so extreme that other characters are fully in the right to kill a Tchunite  out of hand.  
The plague of Tchunism eventually culminated in great cataclysm wherein which Tchun the Sleeper arose at last. The streets ran red with blood. Gentle hearts grew hard and vicious. Cruel madness scythed through every level of society. But as the world teetered on collapse, brave heroes rose to unseat this ancient evil and (at great cost) returned the Sleeper to his slumber. Their efforts sent Tchun's icy prison hurling toward the darkest, farthest edges of reality, as a dread comet streaking across the night sky. As a consequence of this banishment, Tchunism has widely faded from the world, with only a few scattered holdouts remaining.


Please feel free to consult with Howlando directly if you have questions about how to tastefully portray this faith.
Although no new infections of Tchunism are known to occur, if you would like to play a surviving slave of Tchun, feel welcome to send '''DM whyemmdee''' a message on the EFU forum to discuss your potential character, or otherwise file a formal application for your concept through '''[[EFUSL2]]'''.


==The Imitation Goddess==
==The Imitation Goddess==
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'''Special Requirements: Non-Lawful'''
'''Special Requirements: Non-Lawful'''


Worshiped as the matron of lies, blind faith, and lost causes- little is known of the woman who calls herself the Imitation Goddess. Currently, she is believed to live somewhere deep within the labyrinthine tenement housing of Ticker Square. She has quickly attracted a small but devoted cult of feverish devotees by plying promises of everything from miraculous cures to escape from the rings.
Worshipped as the matron of lies, blind faith, and lost causes- little is known of the woman who calls herself the Imitation Goddess. Currently, she is believed to live somewhere deep within the labyrinthine tenement housing of Ticker Square. She has quickly attracted a small but devoted cult of feverish devotees by plying promises of everything from miraculous cures to escape from the rings.


Her followers divide themselves into two sects. The first, her "White Lies," are self-described knights of the virtues of blind faith and hopeless causes. The second, her "Black Lies", are accused of being little more than secretive mad men, reveling in the act of deception. Paradoxically, the two sects have been known to work together closely in matters of faith.
Her followers divide themselves into two sects. The first, her "White Lies," are self-described knights of the virtues of blind faith and hopeless causes. The second, her "Black Lies", are accused of being little more than secretive madmen, revelling in the act of deception. Paradoxically, the two sects have been known to work together closely in matters of faith.




==The Divine Alphabet==
==The Divine Alphabet==
[[File:Divine Alphabet.jpg|Frameless|350px]]


'''Associated Domains: Knowledge, Protection, Rune, Spell, Travel'''
'''Associated Domains: Knowledge, Protection, Rune, Spell, Travel'''
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=''Monstrous Faiths''=
=''Monstrous Faiths''=
<big>''These vile powers, dressed in rumor and contradiction, are only known to be worshiped by the City's monsters.''</big>
<big>''These vile powers, dressed in rumour and contradiction, are only known to be worshipped by the City's monsters.''</big>
==Ngog and Ozod==
==Ngog and Ozod==


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'''Special Requirements: None'''
'''Special Requirements: None'''


It is said that the freakish changelings who lurk in the Mongrelwoods worship a figure known only as the "Hidden One" and perform gruesome blood rituals in the hope of gaining his favor.
It is said that the freakish changelings who lurk in the Mongrelwoods worship a figure known only as the "Hidden One" and perform gruesome blood rituals in the hope of gaining his favour.


==The Empress==
==The Empress==
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