An explanation of gods; what they are, where they come from, how their power works, how they affect mortal life. Part of my main setting, first introduced in Primal Essence, Primals, and the Creation of the Realms.
Patron deity of the Cult of Done, Othamm is always working to counter Mathom's influence.
"The 9 Divine One's you ask? 'Ow can ye not know of them? They made e'erythin'. From the tiniest pebble all the way to the high species. "
A 100-word submission about a Placeholder God
When Vegma, Judge of the Dead, was called away to witness Mathom's trial, he left Slys in charge of the recently deceased. Intended as a simple placeholder, she has come to be something more.
Death and Resurrection
Life is commonly difficult, especially for those who choose a life of hardship and adventurous excitement. The cycle of life is never ending and continues its birth, life, death cycle for everyone. With divine aid and assistance, however, at times it can extend this cycle greatly, even halting it for a time. Death is different among nearly all game settings. Please read this with the understanding that it may not fit your particular game setting and style, but is an alternative.
Consisting of the most fundamental concepts of the universe, the Six are the deities upon which all other things rest. Their very existence and interaction defines the world.
The world is populated by people. Hundreds, thousands, millions of people. Of those people, there tend to be the noble families that rise up and rule the ‘common’ person. However, of those noble families, there is a breed that rises up and above even the other nobles. These are the Hereditas, those who have the Blood of Divinity.
For want of a nail a horse was lost
For want of a horse a rider was lost
For want of a rider a message was lost
For want of a message a battle was lost
For want of a battle a kingdom was lost…
Which serves as a warning not to get on the wrong side of the God of Smalll Things.
Zufa is a trickster god, one who is cursed daily by those who suffer from his minor inconveniences.
The Celestrial Dance, The Weave of the Spirit, The Dance of Time, The Song of Reality, and The Flow of the Seasons, are aspects of the Eternal Pattern. The Gods are the walkers, dancer, weaver, paths, and guidepoints of the reoccuring pattern. They are the manifest primal forces that make up the pattern of the universe - The Eternal Pattern
A world of spirits, that exists alongside to ours.
You have been born into a rebellious world. The whole of history is treason; your blood was spilt before you were even born; the various creeds are but an infidelity to the Truth; and Man’s laws are but treason to his Maker. -Passage from the Samahhi
A detailed listing of all the major deities in Ã?ran. A work in progress.
A tale of the creation of Theras, the world in which the continent of Ã?ran is set in.
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
The worlds are nothing more than bubbles on the strings on the plane of dreams.
There used to be many Gods. They were petty, cruel, and plagued Humanity almost as badly as the Demons of Sogoth. They bore more Gods. They fought with each other. They were unworthy of the divine mantle. Then came Argon.
Pandjit was a magi and philospher several hundred years ago. He used meditation, prayer (focused) dance, and soul access to determine the nature of the universe.
Wytchwolde-Under-Ash, once a great Thorpe, was razed to the ground by the ruthless, and truth told more than slightly deranged, Porcelain Princess and her henchmen, the Purifiers. When the flames had at last subsided, and a kaleidoscope of swirling, dull-gray ash choked the sky, nine hundred acres of old growth iron spruce, black larch and weeping birch, was burned to utter cinders, along with the entire coven of witches comprising the Sisterhood of the Silver Teat.
Now, centuries later, the forests are somewhat re-grown, and the town of Foolswater stands where Wytchwolde-Under-Ash once did. It is said that even to this day, one can still find ashes in the otherwise potable well-water of this village. Once a year during the Winter Solstice, the “Ash-Wind” comes to Foolswater, a suffocating black cloud that passes quickly but leaves dead birds and animals in its wake, darkening the trees, and staining the sky with black snow. The inhabitants of the village know better than to be caught outside during the day-long Ash-Wind. Everyone is locked snugly inside, singing old hymns that curse and re-curse the burned witches who once called this place home.