Posts Tagged With: Godlings

A Short Synopsis & Minor Treatise On the History & Nature of Creation (Part 4 – The Classical Era)

There is a great Lord coming.
He will both walk in the Darkness and be one with it.
The Blood of gods flows in his veins.
Blood and Fire surround him.
His coming has been fortold, but not it’s manner.
He is the Unforseen, the Unheralded, and the Unexpected, a lambent ebon flame that burns within the Night.
Angels weep at the sight of that which he bears, and the Daemons fear it’s touch.
He is the last remnant of an older time, and his understanding is insanity.

 

The Prophecy of the High Lord

Many viewed the Tearing of the Veil as the final culmination of the Wars of Binding, but it was almost immediately revealed that it also set the stage for a resolution to a problem which had plagued the Mortal Realms, the Shadowlands, and even Faerie. All across Creation, a prophecy came of the coming of great Lord, a remnant of an older time bringing destruction in his wake. Collectively, across the Realms, forces began to gather and prepare, and equally old powers began to awake and return, woken by the sound of that Lord’s footsteps.

Dara Hannan, Countess-Palatine of Morrow, Kin to the Dragon, and Consort to the High Lord

Witness to the Tearing of Veil, Dara was steeped in sorrow, having lost the love of her life in that great and terrible crime. Already a potent mage, with the spirit of a dragon bound within her, Dara along with her companions and kin was instrumental in defeating Alkenzamier the Dark – though she lost many of those  closest to her in the fight. Rewarded with the lands and titles in Albion, Dara retreated to grieve her losses, found the second great love of her life, and then soon found herself embroiled in the coming conflict. Rebuilding the tattered remnants of the Circle to stand against the coming storm, Dara also built the bridges between the Shadowlands and both Albion and Silverveil, creating the foundation for the firm footing that the High Lord’s return needed.

The Mad God’s War (1043 R.A. to 1046 R.A.)

The Mad Gods War started when Valerius, the Founder and Warlord of Tierna, awoke after his long slumber to continue his war against the Witch-King, thought long dead, but in his opinion the coming Lord who was foretold. In his insane search for power to assume his place as Ilhiedrin’s Heir and thwart the Witch-King he slew many Godlings, disrupting the order of Creation. In response the High Queen of Albion invoked the Grand Alliance and called for aid to combat the swiftly growing theat. The call was answered in more ways than she ever expected as the Mad Gods War was seen as a crucial gambit in War Without End by players who had been maneuvering since the Invoked Devastation. And on the Plains of Furlaith the forces of the Grand Alliance met the forces of the Mad God, and ground near unto destroyed themselves until the High Lord of the Shadowlands met the Mad God in single battle, broke him, and threw him into the Abyss.

The Phoenix King

In Faerie, a promise made in ages past by a Queen who sacrificed herself for her people, finally came to pass. The heir to the Great Throne of Faerie finally came again, the Phoenix King. He took up the Blade of the Empty Throne  where it had sat since the Sundering. Calling the Elven Host for the first time since before the Sundering, drawing forth kin that had retreated to the far reaches of Faerie and the Mortal Realms, the Athamae of the Great Houses were loosed in the War Without End once again.

The Grey Elves

In what should have been nearly as great a moment of joy, the lost heir to the Great House of Elastrin appeared on the field of battle, bearing the equally as lost Athamea of the House, drawn in battle for the first time since the Wars of Binding. A rogue and a scoundrel, he heard the call of his liege lord and answered – and stood at the High Lords back against the vanguard of the Knights of Dearth. It was a battle that was not without cost, for that which could not be broken was, the Athamea of the Great House of the Elastrin was shattered – and the Elastrin were left without a center. The greatest of the Warrior Houses, the Elastrin found themselves broken swords, elves in twilight, lost in Faerie but unwilling to join their kin the Sundered in the Shadowlands.

The Peace of the High Lord

Standing on the Plains of Furlaith, the High Lord of the Shadowlands, the Immortal King of the White Empire reborn called a council of the gathered rulers and nobles, from the greatest to the smallest, as sovereign lord. Proclaiming his new reign over both the Shadowlands as well as the old lands of the White Empire, the High Lord declared his authority absolute in standing  in opposition to the Lords of Dearth and the Five Demon Emperors in combination with his supreme disinterest in ruling the Mortal Realms. He also declared his support and friendship for the new King of Albion, raised up by the Old Faith upon the passing of the Queen during the battle just passed.

The Shattering

The Mad Gods War shattered what the Heartlands knew of the order of things. The realms of Tierna and Albion both greatly suffered from the loss of land and people, and other countries suffered in similar ways. Tierna lost much land to the newly created Scarlet Sea, and the breakaway of what is now known as the Grand Duchy of Sohac along what had been it’s northern border. Albion suffered the breakaway of many of it’s northern duchies into a series of independent kingdoms. Elsewhere, Kistath saw a great deal of political upheaval as many tried to take advantage of the new balance of power with the High Lord while Ith and Thule were mostly unaffected by the changes.

Boon Companions

Following the Mad Gods War, with all standing in both awe and fear of his power, the High Lord returned to the Shadowlands with his troops, taking up residence in Ebionstark. Though few understand it, a quick friendship grows between Albion and Shadowlands, even if tensions remain with the shattered remnants of Tierna as old hatreds and habits remain deeply embedded in both cultures. Albion also maintains a distant stance to the creatures of the Shadowlands – holding true to both the letter and spirit of the Compact. The only race that has been become accepted in Albion, or even the rest of Uerth are the near-human sh’dai and they are eyed suspiciously more often than not.

Founding of Mystvale (1132 R.A.)

With the blessings of Albion and under the leadership of Ilian Half-Elven, a large number of Half-Elves and others move into Lorewood and build a new city, Mystvale. They have the tacit blessing of the High Lord and the open blessing of the Consort Dara, as well as close ties to the Phoenix King, with many elves joining them from the start.

Retreat and the Night of Ebion Fire (1197 R.A.)

In what is now known as “Retreat” the High Lord disappears for a generation, and in the coming years this becomes an unexplained mystery of the High Lord. In this case, the Consorts, Anakim, and Sha’Achtar managed to keep the peace until the city of Golath, north of the Martyr Mountains, rose up in open defiance of the High Lords decree, violated the Compact, and began to make open war on their neighbors. Before the Anakim or the Sha’Achtar could react the High Lord returned during the Night of Ebion Fire. Though different in appearance, and appearing as a young man, the High Lord bore the blade Deathkiss and wore the Ebion Crown on his brow. He scoured the city to the ground, slaying all within, save children under the age of majority, without mercy or cruelty. The children were fostered out among the Heartlands and beyond and held blameless.

Colonies Founded (1311 R.A.)

After years of searching, the new continent of Acadia was discovered by windships out of Zymora. Covered by a series of forests and plains ripe for settlement many of the countries of the Heartands (and elsewhere) sent ships and people, forming a series of colonies. At this point while travel of goods via windship is common the majority of people travel there via Navigator.  The wind passage is long and dangerous, and not a few ships go missing in the area, but it is much cheaper for moving goods and supplies.

Rise of the Petty Kingdoms (1327 R.A.)

As much of the Heartlands focused on Colonies, the Petty Kingdoms experienced a period of growth – taking advantage of deficiencies in trade. An area that had often been ignored for the most part, the Petty Kingdoms had been primarily at the mercy of the Nomads of the Tawill Plains and the Deep Ones of the Crimson Reef instead of the Goblins or the Trolls that plagued the main Heartlands of Avalon. In spite of this, the Petty Kingdoms had been intimately involved in the events

The Tauri Republic (1388 R.A.)

Though originally founded over a century previously by idealists from Albion, starting in 1388 R.A. the Tauri Senate voted to invade nearby kingdoms over the next nineteen years either by force or after instigating rebellions and “offering aid” to a country in dire straits. Bringing democratic reforms and  a keen intellectualism to their lands, the Tauri Republic accidently positions itself well for the coming problems, being less dependent upon magic or psionics then many of their neighbors.

 

“Behold the Witch Who Screams in Silence and Darkness, Firstborn of the Void, Forsaken, and Oracle of the Eighth Essence!
Behold the Life-Giving Sword Reforged in Blood and Shadow, The Solitaire, The Unforseen and Unlooked For Childe of the Storm and Crown of the Shadarin!
Behold the Passing! Behold the Meeting! Beware the Gathering!
Beware the Choice between Star and Shadow! The Sword! The Sword is Come!”

 

The Great Balance

The wise say that the multiverse exists in a state of equilibrium, constantly seeking a state of balance but never achieving it. This was illustrated in the twin kings of the Phoenix King of the Fae and the High Lord of the Shadowlands each coming to the fullness of their power at the same time. They also point to the rise of the Shadarin and the Cataclysm as another example of this, though a darker one.

Ashanden n’Dai Sa’J’asamyn kel Elastrin n’Hai Diablen

The son of the Witch J’asamyn and the self-exiled, disgraced, and un-seated head of the House Elastrin, Lord of the Great House of the Phoenix, “Ash” was ultimately a child of multiple worlds, multiple races, and always alone. Despite this, when he was faced with the reality of the War Without End, he was able to find the strength to stand and fight against the Dearth, with the remade sword of his House in hand. In doing so, he chose to stand with the Sundered, not with the Fae, and became the first of the Shadarin – those Forsaken to Shadow. Thus forcing the proud members of that Great House to choose between Shadow and Twilight and throwing the Court of the Phoenix King into disarray.

The Cataclysm (1507 to 1561 R.A.)

With Creation rocked upon it’s axis, distracted, the Lords of Dearth took this opportunity to put long-laid plans in motion. A seed of corruption, long hidden in the mountains southern Heartlands, blossomed and the madness grew in the minds of the infected until it exploded in a frenzy of blood and gore that spread across the Heartlands. It took three generations, but finally the spread was stopped, reversed, and even somewhat contained – though the effects and the danger remain to this day.

The Blight

The mountains south of Albion had long held secret pathways to the Realm of the Great Waste, in much the same way that there are hidden pathways between all the Great Realms that are known to the wise. The Lords of Dearth helped that realm of poison and destruction spill out into the Mortal Realm, leaving a Blight on the Heartlands that remains to this day. Encompassing much of what had been the Petty Kingdoms and Albion, the Blight does not just corrupt the creatures that live within it’s bounds but also poisons the minds of those who enter it or who dwell within it.

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So who does my character worship..?

So, ckutalik over at Hill Cantons has a nice post about religion and gaming. Now, what many folks don’t know about me is that at one time I seriously considered a career as a minister, though my Calling found another expression eventually. With that piece of information in place, you can imagine that religion and spirituality play an important place in my game worlds.

I’ve really run the gamut. In the old days, the very early days, I took a page from Katherine Kurtz and ran with a direct analog of the Catholic Church – which was also rather nice because I used the Deryni in my game world as well. The “Old Faith” was an amalgam of Celtic myth and modern NeoPaganism, and pretty much all real world religion existed in one form or another – there was the “Church of the Divine Couple” for the Egyptian mythology, and the Northmen worshipped the Norse and Finnish Deities. Pretty much if it was in Deities and Demigods I was willing to include it. I also ran with the Greyhawk deities as they came out, the Forgotten Realms deities when they came out, and I have always used the Cthulhu Mythos as well as the Moorcockian Courts of Chaos. For the nonhumans I pretty much ran with whatever the “flavor of the day” was, though it was always somewhat oddly incorporated at times to try to make sense of the multiple different, “hard polytheistic”, pantheons.

But currently, religions and spirituality have gone through a handful of more recent evolutions as I’ve tried to get away from “ripped from reality” and more “inspired by reality” combined with “entirely fabricated”…

To start with big bag guys, the ones that pretty much everyone agrees are worth banding together to fight against are the Five Demon Emperors and the servants of the Dearth as worshipped by what is commonly known as the Cult of Shator under the auspices of the King in Yellow. These are combination of the Great Old Ones or the Outer Gods of the Cthulhu Mythos. Their very existence, even as a thought, brings corruption and destruction to multiverse. More than unbridled Chaos, more than simply Entropy, they are literally Nothingness made manifest. (Evil)

One of the oldest human religions is known as the Heptarchy by sages, a pantheon of seven deities made up of the Lady Night and her children, and the Twin Brothers of the Perihelion (and their dark triplet) and the Three Sisters of the Perilune. Found in both urban and rural settings, the Heptarchy is quite popular, though each deity maintains it’s own religious hierarchy. Relationships between the deities and their cults vary, but are generally neutral or good as none of the deities are in active conflict or direct opposition – save perhaps the relationship between the Midnight Sun and his two brothers.

There is the Old Faith – a pantheistic worship of nature, it’s cycles and its elements, the manifest spirits of which are often referred to as “the Old Powers” by both humans and the gnomes. The Old Faith is highly organized, with twin orders of male and female druids, along with the a variety of warrior societies (most famously the Rangers) organized into lodges. (Generally Neutral)

Then there is the Society of the Light – a religion originally inspired by Augustine’s notion of the “City of God” and then mixed in with healthy doses of early Jewish, Christian, and Islamic custom and belief along with a good dash of Sikhism. It is marked by a hierarchical relationship of mortals and the Sarim (the ruling angels), overseen in the Mortal Realms by the Council of Devas in Kistath. It has a multiple Rules, and one significant heresy (the Trinitarians) based on the actual spiritual and physical union of mortal and angels. (Mostly Lawful Good and some other Goods and Neutrals)

In opposition to the Society of Light there is what is often termed “the Horned Society” – the cults and organizations devoted to the Fallen (Angels) in what is in many ways a mirror image of the SOL. The War in Heaven and the Fall was fundamentally one of philosophical difference in how to pursue the War Without End against the Dearth. (Mostly LE, some other Evils and Neutrals)

In Thule, the worship of the Freyja the All-Mother is most popular. The pantheon, the Æsir, is greater than just the All-Mother, but after the Ragnarök there were few survivors and Freyja was the greatest among them and took the high seat of Hliðskjálf. Her servants, the Valkyrja, continue to choose the worthy among the slain to serve her as einherjar in Valhalla. (Generally Good and Neutral)

The Khemeti are also known as the Church of the Divine Couple, the Khemeti are among the eldest of the organized religions – perhaps not even originally of humankind. It is said that the Khemeti arose out of the Great Chaos at the beginning of Creation when Ptah and Ma’at created a sense of Order and Logic in the random Chaos. Currently they are worshipped primarily in Kistath, they have a very small Cult in the Heartlands and are essentially nonexistent in Thule. (Lawful)

The elves have, at their heart, a spirituality that is governed by “Li’vicor” or the idea of “Ruling Passion” or “True Will” – while at the same time having an appreciation for the universe that is similar to the pantheistic view of the Old Faith combined with a respect for the “E’lin” (the “Elect”) who seem to have a special relationship with what the Old Faith would call the Old Powers. (Good)

The dwarves don’t speak of their spirituality or religion, but seem concerned with “forging their souls” and “anvil of the world” by those outsiders that they trust enough to speak about such things with. They also have a great venerance for the living stone and their ancestors, how this all fits together is unknown. (Lawful)

There is also the En Khoda Theos Kirk – the Dragonborn’s Kirk (Church) with its worship of the four “Great Dragons” that are generally thought to encompass various aspects of the natural world and the elements. A complex religion, there is no higher authority than each kirk’s Dorje (priest), and it is a deeply contemplative religion that focuses on meditative practice, often in a monastic or other secluded setting. Primarily followed by the Dragonborn it is also followed a surprising number of members of other races and small Kirks can be found in most major cities. (All Alignments)

The Teotl is the pantheon of the Old Gods of Ith. A bloody state religion marked by human sacrifice and the veneration of the Ithian Serpent Folk. Of all the major human religions, it is the one that is closest in some ways to the philosophies of the non-human races and has it’s roots in the mysticism of the Serpathians.  (Neutral and Evil)

The goblins, ogres, and trolls worship the Formorians, a collection of beings known as “the Goblin Court”. Generally hateful and destructive, the Goblin Court is still opposed to Dearth and Arras-Kol, the Great Goblin, is ever vigilant for the seeds of corruption in his children. (Evil)

The Lords of Chaos – The greatest of the powers of Chaos, sometimes known as the Wyld, often accept worship and service in exchange for favor. With some of their members being corrupted by the Dearth (known as the Forsaken, Tiamat and Typhon), they are quick (perhaps overly quick) to act against the Five Demon Emperors. (Chaotic)

Then there are the Godlings, sometimes known as the Disparate Names, a mixture of demigods, quasi-deities, and lesser deities that work alone, in conjunction with, and in opposition to themselves and the other pantheons. They are commonly described and organized in what is called the Lords Tarot, though this may be a purely human invention rather than a true reflection of the Godlings actual relationships (All Alignments).

Finally, opposing and at the same time including the Dearth are the Bel En Khoda – the Thirteen Great Gods. These are almost like reified Platonic Forms. Though, truthfully, this isn’t worship (save in the Shadowlands where the Unborn are revered above all), but their presence is always acknowledged, by everyone with any level of mystical or magical knowledge, and many mystical or spiritual organizations are essentially organized around a philosophical allegiance to one of them even if it doesn’t exactly qualify as “worship”. (All Alignments)

I’ll probably detail those out more in future posts.

TTFN!

D.

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