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.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, TridentArawn by Jason Engle
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