Difference between revisions of "Religions"

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==Religions of Asmythe==


Religions in Asmythe are not based on a misunderstanding of nature, as they are on Earth, but on beings with demonstrable power. Asmythe has real beings, Ilthids and outsiders, of immense power that appear to be gods. And there are Elder Dragons in eternal slumber whose dreams create reality.
Deep in the Tempest Sea is an archipelago of craggy isles. These are the Dragon Isles and most of these are the heads, backs, and tails of the dagapesh, floating in eternal slumber for years uncountable. As the dagapash hibernate they dream of life on Asmythe and what they dream becomes real. They created Asmythe and they will destroy it.


Despite this, religion in Asmythe is based on the power of self and the development of physical and mental discipline. Even within the Dragon Priests, who traditions are founded on the Elder Dragons.
All life is affected by the dreams of the dagapesh and we call this effect primal magic. The recognition and mastery of primal magic is the basis of religion among the sentient races of Asmythe. The elves honor all dagapesh equally and use their connection to the dreams in their druidic magic. Humans, being more egotistical by nature, have formed guilds and organizations around each of the dagapesh. Dwarves generally ignore the existence of the dagapesh.


Note: In game terms, cleric magic manifests like psionic powers. Clerics have power of mind and living things but not over inanimate objects. Telekinesis is not a mental power, it is a physical power.
All creatures are affected by primal magic and some learn to influence it. Those who practice and develop physical and mental discipline find their connection to the dagapesh becomes more powerful.


===Pre History===
Each of the dagapesh are associated with a set of sounds and emotions and manifest in the world through these. Divas gain power from the dagapesh when they experience these emotions and use music to create emotion. Each dagapesh has a musical instrument used to mimic their sound.
In the beginning there were only the Elder Dragons and the Ilthids who served them.


===The First Era===
Although the dagapesh are universal they tend to attract disciples of a particular race, nation, of disposition. The dagapesh themselves do not notice races and nations, as you don't notice the bacteria that lives on your skin and in your gut.
In the first era the races of Asmythe served only the Ilthids. There were no priests or clerics because the gods were ever-present in the lives and minds of the creatures of Asmythe.


===The Second Era===
==Factions==
In the second era the Ilthids disappeared and the races of the world adapted and build their own cultures. Though the Elves and Dwarves each had real experience with outsiders they continued to build religious traditions based on the remembered teachings of the Ilthids and especially Elder Dragons lore. Elder Dragon based religion arose mostly independently among all the Elven and Dwarven nations.


The Elves and Dwarves learned that the Elder Dragons continued to shape the world as they slept and built traditions revering the dragons, learning about them, attempting to mimic them, and/or claiming to work for them. There are many dragons, and even more Dragon Priests.
===The Eye of Sol===


===The Current Era===
[[The Song of Sol]] is an order of diplomats within the Armada empire and a school for all who use primal magic. Follow the link for more details.
Although the dragon priests persisted and gained strength through the second era their influence waned in the third era with the arrival of the Humans and Orcs. The monotheistic religion of the human empire, The Priests of Sol, gained some popularity but was tempered by the savagery of the goblins and their ancestral gods.


==The Elder Dragons==
===Druids===
The Elder Dragons are a manifestation of the Sorge, given shape by emotion; or is the Sorge the dreams of the Elder Dragons? Each of the Elder Dragons is associated with a set of emotions and manifest in the world through these emotions. Dragon Priests claim to gain power from the Elder Dragons when they experience these emotions.


The Elder Dragon manifestations are ethereal and shapeless; they have no physical form or ego of their own. Yet through the thoughts and actions of the Dragon Priests they have acquired physical appearances. These physical metaphors vary as greatly as the Elder Dragons themselves; some are human or humanoid, some are animal, some are elemental, and most are a combination of each. The priests don't agree if these manifestations are facets of the Elder Dragons themselves, or apparitions created by the minds of the priest attempting to understand the ineffable.
Sylvani druids protect and nurture the natural, living land of Asmythe.


Although Elder Dragons are universal they tend to attract disciples of a particular race, nation, of disposition. The Elder Dragons themselves aren't particular about race or nation but the races and nations are particular about their Elder Dragons. Each nation usually gives patronage to one of the six families of Dragon, the "cosmos". These cosmos are, in turn, aligned against each other.
===Alchemists===


Note: What most fantasy role-playing games call deities would be considered outsiders in Asmythe. The Elder Dragons ("gods") of Asmythe are for more primal and abstract in their affects on the world.
Delver alchemists create tools and machines for delver cities.


{| class="wikitable sortable"
==Dagapesh==
!Deity!!Alignment!!Influence
The six dagapesh are aligned in three oppositions. Dagapesh and clerics of each dagapesh that are opposed are usually not openly hostile toward toward each other, as light and shadow coexist as opposites. Only Acedia is neutral.
|-
|Acedia||NN||''Apathy'',Boredom,Depression,Indifference
|-
|Ankou||CN||''Despair'',Anguish,Dread
|-
|Arwenna||LG||''Awe'',Wonder
|-
|Erida||CE||''Hatred'',Loathing,Rage,Fear
|-
|Eros||CG||''Passion'',Arousal,Desire,Lust
|-
|G'Kar||LN||''Disappointment'',Annoyance,Frustration
|-
|Hotei||NG||''Happiness'',Contentment,Gratitude,Satisfaction
|-
|Hybris||LN||''Boldness'',Fearlessness,Pride
|-
|Irae||LE||''Contempt'',Disgust,Pity
|-
|Laetitia||CG||''Joy'',Ecstasy,Euphoria,Pleasure
|-
|Lyssa||CN||''Panic'',Anxiety,Hysteria,Worry
|-
|Malu||LE||''Shame'',Regret,Remorse,Embarrassment
|-
|Nedolya||NE||''Sadness'',Sorrow,Suffering
|-
|Penthos||NE||''Grief'',Guilt,Misery
|-
|Rus'Ker||CE||''Terror'',Shock,Surprise,Horror
|-
|Sekhmet||NE||''Anger'',Angst,Hostility
|-
|Sirona||LG||''Love'',Affection,Hope
|-
|Vor||NG||''Curiosity'',Interest,Excitement
|-
|Zelos||NN||''Envy'',Jealousy,Shyness,Loneliness
|-
|}
 
==Cosmos==
The six families of Elder Dragons, the Cosmos, are aligned in three oppositions. Elder Dragons and clerics of each cosmos are eternally fighting against the Elder Dragons and clerics of the opposed cosmos. Only Acedia is neutral.


{| class="wikitable"
{| class="wikitable"
|+Health vs. Pain
|+ Opposed Dagapesh
|-
|-
!Health Cosmos!!Pain Cosmos
| Nedolya - Joy
| vs
| Malu - Grief
|-
|-
|
| Arwenna - Wisdom
* Eros
| vs
* Hotei
| Irae - Ambition
* Laetitia
||
* Nedolya
* Penthos
* Rus'Ker
|}
 
{| class="wikitable"
|+Selfless vs. Selfish
|-
!Selfless Cosmos!!Selfish Cosmos
|-
|-
|
| Sirona - Fate
* Arwenna
| vs
* Vor
| Ankou - Fanatic
* Sirona
||
* Malu
* Zelos
* Irae
|}
|}


{| class="wikitable"
|+Fate vs. Fanatic
|-
!Fate Cosmos!!Fanatic Cosmos
|-
|
* G'Kar
* Ankou
* Lyssa
||
* Sekhmet
* Erida
* Hybris
|}
===Health Cosmos===
The Elder Dragon of the health cosmos are aligned to promote the health, welfare, and propagation of life.
===Pain Cosmos===
The Elder Dragon of pain kill and destroy.
===Selfless Cosmos===
The Elder Dragon of selflessness are those of nature and learning.
===Selfish Cosmos===
The goal of the selfish cosmos is personal gain and attainment, often at the expense of others.
===Fate Cosmos===
The Elder Dragon of fate believe in the togetherness of the universe, and that individuals have but a small part to play in the whole.
===Fanatic Cosmos===
Fanatics are dedicated to a single purpose at the expense of all else and, usually, the prosecution of those not aligned to the purpose. The specific purpose varies greatly by god and cleric but is always something "greater" than the clerics themselves.
==Descriptions==
The power of each Elder Dragon is to instill specific feelings and emotions in people.
===Acedia===
NN -- ''Apathy'',Boredom,Depression,Indifference
Avatar
Symbol
===Ankou===
CN -- ''Despair'',Anguish,Dread
Avatar
Symbol
===Arwenna===
LG -- ''Awe'',Wonder
Arwenna represents the manifestation of magic and the Forge and a connection to the other realms. She is the highest and most pure realization of knowledge and magical prowess.
Avatar -- Arwenna takes the form of a glowing orb of warm light that pierces all shadows and stirs the air with a pleasant spring breeze. This manifestation has no physical form but can be felt with all senses.
Symbol -- Arwenna's symbol is a twelve-point star-burst in gold and silver.
===Erida===
CE -- ''Hatred'',Loathing,Rage,Fear
Avatar
Symbol
===Eros===
CG -- ''Passion'',Arousal,Desire,Lust
Avatar
Symbol
===G'Kar===
LN -- ''Disappointment'',Annoyance,Frustration
Avatar
Symbol
===Hotei===
NG -- ''Happiness'',Contentment,Gratitude,Satisfaction
Avatar
Symbol
===Hybris===
LN -- ''Boldness'',Fearlessness,Pride
Avatar
Symbol
===Irae===
LE -- ''Contempt'',Disgust,Pity
Avatar
Symbol
===Laetitia===
CG -- ''Joy'',Ecstasy,Euphoria,Pleasure
Avatar
Symbol
===Lyssa===
CN -- ''Panic'',Anxiety,Hysteria,Worry
Avatar
Symbol
===Malu===
LE -- ''Shame'',Regret,Remorse,Embarrassment
Avatar
Symbol
===Nedolya===
NE -- ''Sadness'',Sorrow,Suffering
Avatar -- A frail old hag who lurks in the shadows.
Symbol --
===Penthos===
NE -- ''Grief'',Guilt,Loneliness,Misery
Avatar
Symbol
===Rus'Ker===
CE -- ''Terror'',Shock,Surprise,Horror
Rus'Ker is often associated with death and dying, especially in a gruesome and unexpected way. Disciples of Rus'Ker also defile the dead and more than any other priests make use of undead minions.
Avatar -- Rus'Ker takes the form of a hulking skinless golem of bone and muscle. His appearance is horrifying to see with broken bones and torn flesh formed in unnatural ways. He moves supernaturally fast and can change his shape to resemble any creature or person, especially somebody familiar.
Symbol -- Rus'Ker's followers identify themselves with the image of a cracked skull painted red on a black background, the eyes are starbursts of pure white.
===Sekhmet===
NE -- ''Anger'',Angst,Hostility
Avatar
Symbol
===Sirona===
LG -- ''Love'',Affection,Hope
Avatar
Symbol


===Vor===
NG -- ''Curiosity'',Interest,Excitement


Avatar
===Acedia - Apathy===
Acedia has few followers and no purpose to strive toward. Even though he is thought to be the most powerful of all dagapesh he is generally regarded as useless and uninteresting.
Acedia is associated with total darkness and blinding light and the emotions apathy, indifference, boredom, and depression.
Instrument: Bagpipes


Symbol
===Nedolya - Joy===
People following this dagapesh promote joy, health, and propagation of life.
Nedolya is associated with the afternoon hours between mid-day and dusk and the emotions joy, passion, contentment, pleasure, satisfaction, and gratitude.
Instrument: Lyre


===Zelos===
===Malu - Grief===
NN -- ''Envy'',Jealousy,Shyness
People following this dagapesh inflict pain, kill, and destroy life.
Malu is associated with the deep night, between midnight and dawn and the emotions grief, sorrow, suffering, guilt, misery, terror, surprise, and horror.
Malu's symbol is the image of a circle, pierced by a white lightning bolt and painted red on a black background.
Instrument: Drums


Avatar
===Arwenna - Wisdom===
Followers of Arwenna put the happiness of others above their own. They help all people, even those they don't agree with and expect no reward for their actions.
Arwenna is associated with the morning hours between dawn and mid-day and the emotions awe, curiosity, excitement, love, and hope.
Arwenna's symbol is a twelve-point star-burst in gold and silver.
Instrument: Xylophone


Symbol
===Irae - Ambition===
Followers of Irae strive to become the best person they can, the richest, smartest, strongest, and most powerful. They will help others when the reward outweighs the effort.
Irae is associated with evening between dusk and midnight and the emotions envy, remorse, jealousy, embarrassment, pity, contempt, and loneliness.
Irae's symbol is a crossed sword and lightning bolt on an azure background.
Instrument: Trumpet


==Outsiders==
===Sirona - Fate===
See also: [[Almanac#Cosmology|Cosmology]]
Clerics of Sirona believe in the determinism of the universe, and that individuals are pawns in the grand design. There are no coincidences and nothing is random. Followers of Sirona believe that all creatures have a pre-determined destiny that they can not know or change.
Sirona is associated with dusk and the setting sun and the emotions anxiety, frustration, disappointment, despair, and dread.
Sirona's symbol is three crossed bones with three stars around it, yellow on a green background.
Instrument: Lute


An outsider is any create from any plane other than Asmythe. Usually Dragon Priests don't have the power to summon outsiders, except from some conceptual planes. But since most outsiders are sentient they can be affected by dragon magic.
===Ankou - Fanatic===
Clerics of Ankou are dedicated to changing the world. Each individual or small group has a single purpose or goal that they pursue at all cost and they have little regard for those not willing to help them fulfill their purpose. The specific purpose will vary by group and individual but is always something momentous and world-changing.
Ankou is associated with dawn and sunrise and the emotions pride, anger, boldness, hatred, and bravery.
Instrument: Flute

Latest revision as of 10:13, 12 October 2023

Religions of Asmythe

Deep in the Tempest Sea is an archipelago of craggy isles. These are the Dragon Isles and most of these are the heads, backs, and tails of the dagapesh, floating in eternal slumber for years uncountable. As the dagapash hibernate they dream of life on Asmythe and what they dream becomes real. They created Asmythe and they will destroy it.

All life is affected by the dreams of the dagapesh and we call this effect primal magic. The recognition and mastery of primal magic is the basis of religion among the sentient races of Asmythe. The elves honor all dagapesh equally and use their connection to the dreams in their druidic magic. Humans, being more egotistical by nature, have formed guilds and organizations around each of the dagapesh. Dwarves generally ignore the existence of the dagapesh.

All creatures are affected by primal magic and some learn to influence it. Those who practice and develop physical and mental discipline find their connection to the dagapesh becomes more powerful.

Each of the dagapesh are associated with a set of sounds and emotions and manifest in the world through these. Divas gain power from the dagapesh when they experience these emotions and use music to create emotion. Each dagapesh has a musical instrument used to mimic their sound.

Although the dagapesh are universal they tend to attract disciples of a particular race, nation, of disposition. The dagapesh themselves do not notice races and nations, as you don't notice the bacteria that lives on your skin and in your gut.

Factions

The Eye of Sol

The Song of Sol is an order of diplomats within the Armada empire and a school for all who use primal magic. Follow the link for more details.

Druids

Sylvani druids protect and nurture the natural, living land of Asmythe.

Alchemists

Delver alchemists create tools and machines for delver cities.

Dagapesh

The six dagapesh are aligned in three oppositions. Dagapesh and clerics of each dagapesh that are opposed are usually not openly hostile toward toward each other, as light and shadow coexist as opposites. Only Acedia is neutral.

Opposed Dagapesh
Nedolya - Joy vs Malu - Grief
Arwenna - Wisdom vs Irae - Ambition
Sirona - Fate vs Ankou - Fanatic


Acedia - Apathy

Acedia has few followers and no purpose to strive toward. Even though he is thought to be the most powerful of all dagapesh he is generally regarded as useless and uninteresting. Acedia is associated with total darkness and blinding light and the emotions apathy, indifference, boredom, and depression. Instrument: Bagpipes

Nedolya - Joy

People following this dagapesh promote joy, health, and propagation of life. Nedolya is associated with the afternoon hours between mid-day and dusk and the emotions joy, passion, contentment, pleasure, satisfaction, and gratitude. Instrument: Lyre

Malu - Grief

People following this dagapesh inflict pain, kill, and destroy life. Malu is associated with the deep night, between midnight and dawn and the emotions grief, sorrow, suffering, guilt, misery, terror, surprise, and horror. Malu's symbol is the image of a circle, pierced by a white lightning bolt and painted red on a black background. Instrument: Drums

Arwenna - Wisdom

Followers of Arwenna put the happiness of others above their own. They help all people, even those they don't agree with and expect no reward for their actions. Arwenna is associated with the morning hours between dawn and mid-day and the emotions awe, curiosity, excitement, love, and hope. Arwenna's symbol is a twelve-point star-burst in gold and silver. Instrument: Xylophone

Irae - Ambition

Followers of Irae strive to become the best person they can, the richest, smartest, strongest, and most powerful. They will help others when the reward outweighs the effort. Irae is associated with evening between dusk and midnight and the emotions envy, remorse, jealousy, embarrassment, pity, contempt, and loneliness. Irae's symbol is a crossed sword and lightning bolt on an azure background. Instrument: Trumpet

Sirona - Fate

Clerics of Sirona believe in the determinism of the universe, and that individuals are pawns in the grand design. There are no coincidences and nothing is random. Followers of Sirona believe that all creatures have a pre-determined destiny that they can not know or change. Sirona is associated with dusk and the setting sun and the emotions anxiety, frustration, disappointment, despair, and dread. Sirona's symbol is three crossed bones with three stars around it, yellow on a green background. Instrument: Lute

Ankou - Fanatic

Clerics of Ankou are dedicated to changing the world. Each individual or small group has a single purpose or goal that they pursue at all cost and they have little regard for those not willing to help them fulfill their purpose. The specific purpose will vary by group and individual but is always something momentous and world-changing. Ankou is associated with dawn and sunrise and the emotions pride, anger, boldness, hatred, and bravery. Instrument: Flute