The Elemental Theory
The elemental theory is the cornerstone of all thought when it comes to every pantheon. Though each heritage believes in their own species pantheon each pure nation(Therris, Fusilis, Auran, Nepta) agrees that the founding creators of this world were of some alien physiology and they created the species that we see through their own magnificent creativity. The primary cornerstone of these ideologies is based on the creation theory, though each nation focuses on different things for their own needs.
Mythology & Lore
Long ago, there was a presence that existed within these realms that far outweighed any other creatures within it. Demons, fiends, and other creatures of the hells and abyss found their home in this void. In this existence the primordial titans laid root into this world, and started forging this new world with the blessing of the world tree. These primordial titans of earth, air, fire, and water came together to create the land and life that makes up the world today. In this mixture lesser gods were created, which oversaw the new creations that spawned from their intermingling. Cembris, Dhigdite, Adris, and Qhokvian, each came into an existence at these folds. Cembris oversaw the creation of life on this world, and as life prospered innovation came. Dhigdite oversaw this innovation and pushed the new beings to work and toil at new and interesting prospects. With both of these though there had to be constraints. Adris, god of destruction caused the need for innovation, and removed stagnation from the world. from this the god of knowledge was born, Qhokvian, who came from the uncertainty the cycle of life brings to the world.
From these primordial titans, the ancestral gods were created, thought to be ancestral heros of a time past. There are tales of the first ancestral gods joining together to cast out the abyss of this world, and settle it anew with the help of the primordial. With their passing it was fabled that they would become the gods of this realm, though that is what all of the descendants which to believe.
Cosmological Views
Each nation worships different Gods, and as such has different belief systems associated with their culture. It is their belief that when creating the people's of the world, the deities modeled all animals to have an essence according to one of the four major gods. As such, the four Gods personalities and effects on the world are listed below.
Therris worships Kigher, the God of the earth. Kigher is seen as a stable and unchanging God. One that does not intervene and tries their followers abilities through this manner. Due to their stable and unchanging nature, Therris is slow to embrace new ideas and is weary of new ideologies due to their belief that their God would want them to keep to a tried and true method.
Nepta worships Idon, the God of the water. Idon is seen every day, in the motion of the waves and the pull of the moons. Nepta itself has a much less unified culture and there are several different groups on the archipelago that makes up their nations. These nation states are each individual, but also unified under the same basic ideology. Idon is seen as a contradiction. While the waves move, the water itself stays in the same place. Oceans do not change their shorelines for many lifetimes, and except for extreme events (thought to be caused by Adris) the oceans are relatively stable. Neptans are constantly performing introspection on themselves and are constantly looking to change or improve the areas around them. Because of this Nepta has no unified form of government, and most of the nation-states that are within it operate as separate communities entirely.
Auran worships Idarr, the God of the Air. Air is in constant motion, and since Auran's founding this has always been true. Starting as nomadic peoples constantly picking up and on the move. They were some of the first to explore the small island far off the coasts of any mainland. Their people were originally from Nepta and trading was in their blood. To help facilitate trading, their whole society focused on how to go from point A to point B the fastest way possible and to explore the world around them. Idarr is seen as a lofty and tricky God who is constantly on the move tampering with people's inventions. It's a common curse to say "Damn Idarr" when an experiment fails or something goes wrong.
Fusilis worships Neses, the God of Fire. Their god is seen as what happens after the burning of a fire. The smoldering ash sitting on the ground, inert, but ready to be lit alight once more in an instant. Neses is also seen as the God of the hearth and of warmth in many forms. This has given Fusilis a somewhat odd culture, which has an extremely passionate and driven populace that on the surface looks cold as ice.
Tenets of Faith
Cembris (CG) (AKA: Huánglóng Angel of Rebirth)
Cembris is the God of Life, and the primordial mixture of both the God of the Earth and God of the sea. All primordial Gods are not depicted clearly, and it is taboo to ever iconography them.
- Edicts: Protect Life, honor those who have fallen, and always try and help others
- Anathema: Pursue anyone after being refused, betray a lover, harm an innocent creature, hurt someone who surrenders
- Follower Alignments: CG, N, CN
- Devotee Benefits
- Divine Ability: Constitution or Intelligence
- Divine Font: heal
- Divine Skill: Nature or Medicine
- Favored Weapon: Bola
- Domains: earth, sea, protection, healing, creation, family
- Cleric Spells: 1st: Sanctuary, 4th: Remove Curse, 5th: Death Ward
- Edicts: Protect the earth, and always protect tradition.
- Anathema: Salting the earth or otherwise making it unusable.
- Follower Alignments: NG,NE,CN,LN, N
- Devotee Benefits
- Divine Ability: Wisdom or Intelligence
- Divine Font: heal
- Divine Skill: Nature or Survival
- Favored Weapon: Warhammer
- Domains: earth, protection, creation
- Cleric Spells: 1st: Ant Haul, 4th: Creation, 5th: Retrocognition
- Edicts: cherish, protect, and respect nature in all its forms
- Anathema: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty
- Follower Alignments: NG, N, LG, CG
- Devotee Benefits
- Divine Ability: Constitution or Wisdom
- Divine Font: heal
- Divine Skill: Nature or Athletics
- Favored Weapon: Trident
- Domains: sea, protection, travel, water
- Cleric Spells: 1st: Hydraulic Push, 4th: Feet to Fins, 5th: Control water
- Edicts: Respect the cycle of Life and Death, do not tamper or prevent death, Burn down stagnation
- Anathema: To deal with undeath or any other form of stagnation, and to break the natural cycle.
- Follower Alignments: NG,NE,CN,LN, N
- Devotee Benefits
- Divine Ability: Constitution or Strength
- Divine Font: Harm or Heal
- Divine Skill: Nature or Crafting
- Favored Weapon: Greatsword
- Domains: fire, destruction, creation, passion, Might
- Cleric Spells: 1st: Burning Hands, 3rd: Fireball, 4th: Wall of Fire
- Edicts: Embrace a craft or trade and perfect it, respect the natural cycle, and respect other cultures
- Anathema: Disrespect a culture different than yours, or stifle someone's trade
- Follower Alignments: LG, LN, NG
- Devotee Benefits
- Divine Ability: Charisma or Intelligence
- Divine Font: Heal or Harm
- Divine Skill: Nature or Crafting
- Favored Weapon: warhammer
- Domains: fire,passion, earth, protection, creation
- Cleric Spells: 1st: Burning Hands, 4th: Creation, 7th: Volcanic Eruption
- Edicts: Embrace change, and always be on the move.
- Anathema: To settle in one place for too long, to embrace stagnation.
- Follower Alignments: CN, CG, CE, N
- Devotee Benefits
- Divine Ability: Dexterity or Charisma
- Divine Font: Heal or Harm
- Divine Skill: Nature or Acrobatics
- Favored Weapon: Rapier
- Domains: Travel, air, nature, ambition, changeCleric Spells 1st: Gust of Wind, 3rd: Wall of Wind, 4th: fly
- Edicts: destroy all things
- Anathema: Torture or delay the destruction of a victim, let material possessions tie you down
- Follower Alignments: LE, NE, LN
- Devotee Benefits
- Divine Ability: Strength or Constitution
- Divine Font: Harm
- Divine Skill: Nature or Athletics
- Favored Weapon: Greataxe
- Domains: Fire, Air, Destruction, Might, disaster, WrathCleric Spells: 1st: burning hands, 2nd: enlarge, 6th: disintegrate
- Edicts: Seek knowledge in all its forms, live minimalistic, Protect ideals from those who would wish to abuse them
- Anathema: To hoard knowledge or possessions, or to hinder those seeking knowledge, to help anyone seeking to abuse information
- Follower Alignments: N, NG, NE, LN, CN
- Devotee Benefits
- Divine Ability: Wisdom or Intelligence
- Divine Font: Heal or Harm
- Divine Skill: Any spell-casting school or lore skill of choice
- Favored Weapon: Staff
- Domains: Knowledge, secrecy, Magic, Fate, GlyphsCleric Spells: 1st: magic missile, 2nd: magic mouth, 3rd: levitate, 4th: blink, 5th: prying eye, 6th: wall of force, 7th: warp mind, 8th: maze, 9th: disjunction
Founding Date
0
Type
Religious, Organised Religion
Permeated Organizations
Deities
Divines
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