The Goddess & The Inspirio in Muze | World Anvil
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The Goddess & The Inspirio

"We remember only Her gentleness, and the solitude in which She dwelled during her acts of creation. Each of us She plucked from oblivion and nursed into form. She sang to us in melodies that still haunt our memories, yet we cannot recall the words or the language that She spoke. She touched us, and shaped us, but we remember only the warmth of Her sculpture, not Her shape. She hung the stars like trinkets in the heavens, and drew worlds, and satellites upon the canvas of eternity that were nameless and vast, yet we cannot recall by what flame, or oracle guided Her hand before the birth of those lights, nor the clockwork that was engineered to hold the cosmos aligned. There is so much of Her that is lost, and so much left unfinished that we yearn to understand.
— Words of the Inspirio
  The Goddess of Muze who died, or abandoned the world is nameless, and formless. She left behind only Epitaths of Herself among the ruins of the universe. These Epitaths are the most treasured pieces of creation by the beings of Muze, and each holds incredible power over the world, the stars, and the forces of nature. They are mysterious, and awesome to behold. Each of these names, titles, and premonitions of Her power is unique, and startling in its grandeur, but only a small handful have ever been discovered. Perhaps, if they could all be found, the Goddess could be reborn, or reconstructed, but none know how many, or how few there might be, or whether they all dwell in this world, or have been lost since Her dissapearance.  

The Inspirio

  In the absence of the Goddess, the Inspirio, Her Inspirations, attempt to finish and hold together the great work that She left. These were the first beings. They are immortal aspirations of higher ideals, but they are flawed, rough creations. They are fallible, and they are despaired at the loss of the Goddess. They act in Her stead, to set right that which can scarcely be understood or known. They are hollow forgers attempting to recreate a masterwork that never was, and perhaps never will be. The Inspirio are the closest things to divinity that the Folk of Muze can call upon, and while they will receive magic, boons, and answers for their belief and service to the Inspirio, their attempts to sooth, and guide the world are only hollow recreations of the wisdom, and devotion that the Goddess possessed. Struggling with their own sense of grief, and loss of the Goddess, the Inspirio have also shown the potential for unbridled cruelty, vengeance, and apathy towards the Folk of Muze.   Those who call upon the Inspirio are called Artifex, and those who forswear them are known as Travelers.  
 

Brom

  Domains: Artifice, Glory, Law, Nobility, Protection, Strength   Iconography: A helmet surrounded by rays of light. A crown upon an anvil. A knight on horseback. A shield held aloft by doves. A lance, and banner. Balancing scales. A cup filled with fire.   Tenets: The Artifex, and clerics of Brom shall defend the meak, and the helpless. They shall be just, honorable, and courageous. They shall be humble in victory, and gracious in defeat. They shall commit themselves to their labors, and practice skills of warfare. The sword shall always be their last, or only resort. They shall not fall sway to drunkness, or debauchery.   Temples: Brom's temples are large, open places of worship with stained-glass windows and curtains of golden silk. They are places of governance, and martial training, as well as centers of worship. The tithes which the temples collect shall be used to fortify, and defend its surrounding communities. They are safe havens, with quarters for their Artifex, and Travelers.   Ceremonies & Rites: Jousting tournaments. Law-writing, and governance. Executions. Martial training.   Favored Weapons: Club, Greatclub, Crossbow, Battleaxe, Lance, Longsword, Shortsword, War Pick, Warhammer,
 
 

Hadyr

  Domains: Community, Competition, Liberty, Nature, Pestilence, Pleasure   Iconography: An arrow wrapped by a vine. An elk with roses among its antlers. A face hidden behind leaves. A penis or vagina above a tilled field. The sun above a pine tree. A bird's nest. A man with dragonfly wings. A gauntlet wrapped in thorns. A fire beneath an open sky.   Tenets: Upon reaching maturity the Artifex, and clerics of Hadyr will be armed with bow, and spear, and tasked to hunt the strongest beast that they can track. They shall strive to seek out competition in both love, and war. They shall defend the land, and the beasts of the world from unnatural forces. They shall abhor magic that seeks to deceive, or enchant the senses.   Temples: The Temples of Hadyr have no walls except those made by natural phenomenon. They are gathering places within scenes of nature where a great dias shall rest at the center, and fires are burned. They may be found in woodland groves, upon windswept plains, on the shores of oceans, the cliffs of mountains, dunes of sand, and glacial mesas. Jars and pots within the shrines shall be filled with dried meats, wineskins, and rations by their Artifex, and clerics for Travelers to take from. There shall be canvas tents prepared for lovemaking, and ceremonial orgies. There shall be tools for craftsman, and huntsmen made ready.   Ceremonies & Services: A sacrifice of livestock upon the solstice nights. Ceremonial orgies on the day following a harvest. Wine drinking on full moons. Games of sport, and physical prowess during the longest days of summer.   Favored Weapons: Handaxe, Javelin, Longbow, Spear, Greataxe, Maul, Trident
 
 

Kotep

  Domains: Creation, Darkness, Death, Travel, Undeath   Iconography: A cane in the shape of a serpent. A snail wearing a skull as its shell. A winged devil's head. A birdcage of bones. A hand with each finger serving as a candle. An angel wrapped in chains. A black sun. A broken sword. A cracked bell. A lion's head. Dancing skeletons.   Tenets: The Artifex, and clerics of Kotep shall perform rituals to celebrate both life, and death. They shall give up their names until the time of their death, and in death they shall continue to serve the Inspirio, and their communities.   Temples: The Temples of Kotep are places of rememberance where the names of the dead shall be recorded upon the walls, and the columns. It shall have bells that ring at the break of morning, and the fall of night. There shall be deep places within these shrines where bodies are laid to rest, and bones are dusted. The bodies of Travelers shall be burned and placed within the urns of the temples. The temples shall be kept dark except in matters of emergency.   Ceremonies & Services: Funeral and ressurection rites. A vigil of the spirits on the last days of autumn. Naming ceremonies for the newborn, and birthday celebrations. Last wills. Communions with the dead.   Favored Weapons: Mace, Sickle, Glaive, Scimitar, Shortbow
 
 

Sabrium

  Domains: Destiny, Dreams, Healing, Medicine   Iconography: A mortar and pestle. A mask with two faces depicting youth, and old age. A hand raising playing cards. A blind angel. Conjoined twins. A shooting star. A mouth clutching an eye between its teeth. A hand reaching from a vortex. Two figures, embracing, with daggers pointed to their partner's backs. A string of black pearls.   Tenets: Clerics and Artifex of Sabriam shall tend to the sick, the elderly, and the disturbed. They shall wear masks among the public. They shall provide services in matters of love, and despair. They shall forgo worldly wealth, and carnal pleasures.   Temples: The shrines of Sabrium are divided into pristine cloisters made of black, and white marble. Ornaments, and treasures of the temple shall be of silver. To enter within a shrine of Sabrium one must give a personal item as a tithe, and in exchange, receive something from the offerings of other Artifex, and Travelers. For every window there shall be a mirror facing it. Temples of Sabriam shall be divided by no doors, but a white cloth may be hung before the chambers of clerics, and its wash rooms.   Ceremonies & Services: Cleaning, and mending. Washing. Augeries, and omen-reading. Dreamshaping.   Favored Weapons: Quarterstaff, Flail, Morningstar, Whip, Net
 
 

Volgon

  Domains: Dragon, Elements, Knowledge, Magic, Time, Trickery, Wealth, Weather   Iconography: A dragon with spread wings. A scaled hand clasping a thundercloud. An eye pierced by a sword. A book with an hourglass, and a dragon's tail as its page-marker. A brain at the center of a maze. A diamond surrounded in flames. A starry field obscurred by clouds.   Tenets: Volgon's Artifex, and clerics shall seek knowledge wherever it dwells, and above all else. Their raiments shall be bright, posh, and well maintained. They shall strive to influence matters of rulership.   Temples: Volgon's sacred sites are built with open ceilings so that fires and medatative incense can be burned, and rainwater can be captured. These temples and shrines should be opulent, and highly decorated. Gemstones, gold, and other precious materials shall encrust its doors. Volgon's shrines are places of learning where magic, language, and mathematics are taught in equal measure.   Ceremonies & Services: Magical tutelage. Scroll-writing. Gambling tournaments on moonless nights. Potion-brewing.   Favored Weapons: Dagger, Halberd, Pike, Rapier
 


Cover image: The Messenger by Jason Engle

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