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The Faith of the Allemanni
This was the majority faith
throughout the Allemanni Empire. The
four deities of the Kuist harked from the four corners of the Empire, but they
blended well together, eventually becoming representative aspects of the
overall faith. Among the populace the
goddess Dalna was the most important, since she was the bringer of Life,
Fertility, Health, and Death. Astullus
the Guide was both a messenger and trickster as well as they guide on the path
of Death. Sakor god of the Sun and
Battle, he oversaw the justice of the state and the social order. The last god was Illior of the Night, god of
magic and prophecy as well as the mysteries beyond.
It was said that the four gods and goddess
were born from the Chaos left after the Wars from the Age of Legends. Some refer to this age as the “Shadow Time”
when much of the world was lost to shadow and the gods along with the men
battled for control and survival. The
end of the Shadow Time resulted in the destruction of the dark forces as well
as much of the geography. Nations fell
and gods were either slain, driven mad, or weakened to the status of
spirits. Out of this arose “The Four”
or the “New Gods”. They came from the
four corners of the world bringing harmony and peace to the land. At first worship was based by geography
and nationality, but as the Allemanni World coalesced into an Empire, the many
versions of the four gods became unified into the Kuist Faith.
The goals and purposes of the faith
are centered on order and harmony. The
four gods represent the forces of nature and the needs of mankind. It was up to the Priest of each sect to
pursue these goals. For this reason the
Fertility and Funeral Rituals were overseen by the Dalnist, the Empire’s
ceremonies by Sakor, and the mysteries for those who seek meaning by Illior.
The Spheres of Influence of each god
determines the spell list available as well as any special powers. Three Lists are shared by all of the sects
and can be considered FAITH BASE LIST, but the area and nature of their effect
are unique to each sect. They are
CEREMONIES, HOLY ELEMENTS, and COMMUNAL WAYS.
Most believers as four distinct
beings saw the Kuist gods. Only the Mystics
and Scholars tried to unite them into one Godhead. The Priest accepted both views and the gods did not seem to care
on way or the other.
The Four New Gods came to the world
to heal and sustain the survivors of the cataclysm of the Great War. Each aspect of the godhead worked to
strengthen the people and the land as well as the “good” over the evil. Many Religious
Scholars today see
the Four as a transition to the
One “True
Godhead”.
The religion of the Four holds to
the idea of life after death. This was
very different from the earlier sects before the Allemanni Empire, when
reincarnation was the dominant belief.
After a person dies their
spirit leaves this world and passes through the veil to the “other side” or
“Death” with the god Astullus as their guide.
He not only leads them through the dangers of the veil, but also to the
“Gardens of the Goddess”. These are places where the souls dwell for eternity,
but depending on how one lived establishes which garden you are brought
to.
The “Judgment” comes from none of
the Four and has been said to be either some being beyond the gods or even the
“Keeper” the Kuist name for the Dark One.
Those damned are sent to the Keeper, the rest are taken to a specific
garden where the waters of each succor the spirits in this gray dead place.
The Kuist gods arose from the
apocalypse of the Great War and the Act of Desecration. They also seam to see that time as
returning. For many of the Kuist
cultist today, this time is now. The
Caldensians destruction of the religion is thought to have been a second
Holocaust.
While this belief is held by most,
some of the Illoran see the real apocalypse as a greater earth-shattering
event. They recognize that the Four
were only one of a series of divinities, each in a constant battle with a
reflected series of Dark Divinities.
During the Allemanni Empire this was thought to be heretical, but during
the Dark Ages before the Caldensian High Empire and since then as well, this is
becoming more widely believed.
FATE
Kuist recognize Fate as a force within the world, and
among the new ideas among the Illoran it is a very powerful concept. They claim that even the gods are subject to
the powers of fate, that it is the great Balances. Some even use the image of a “wave” pulsing through the
world. It rules the universe keeping
the forces of light and dark, good and evil, and order and chaos in check. No one force can rule for long over the
others as Fate rises up and changes the direction of things.
(Note: this belief
may be found between the Gray and Shadow Circle of former Maestros. Their influence even in Tyrolach may have
nurtured this belief.)
THE WORSHIPPED
BEING: Illior of the Night
CHARACTERISTICS
OF BEING: God of the Night,
Thieves, Magic, and Mystery. The
symbols of the moon and the dragon are associated with the god. The High Priest often wore a Silver mask to
represent the god’s almost featureless face.
Like the moon, the radiant light softens the features.
HOLY SYMBOLS: There are several symbols revered by the
Illoran, the Dragon a symbol of magic and strength and the moon for the
night. The Moon Symbol is most common
among temple inscriptions and runes.
The followers who were most interested in magic of all kinds used the
Dragon. The Accademie of Maestros in
memory of their Illoran roots has now adopted it.
PRIESTHOOD: The
Illorans Priest were few. They worked
in the temples and shrines to the god, but were also found among the schools
and colleges of the Allemanni. They
worked to gather lore and learning from all over the world. But they also could offer advice from their
prophecy.
REQUIREMENTS,
RACES, GENDER: All were
human, educated, and could be either male or female. Though the priest were usually male. Prime Stats are both WISDOM
& PRESENCE.
DUTIES:
Scholarship, Teaching, Foretelling, and Diving the Augers on important
occasions. The Holy Seasons were
centered on both equinoxes, when the world was under half day and
half-light. The Full moon was also a
holy time, but not a time of celebration as with the worshippers of Dalna. There actually was little of the traditional
worship associated with the Illoran’s except the “Mysteries” with occurred sometime
around the equinoxes. The priest’s main
duty was the cataloging and protecting of the prophecies recorded from those
most blessed with the gift.
RIGHTS: Like
all Priest they had free travel, hospitality, and could live off alms and gifts
to their local shrine or temple.
RESTRICTIONS:
There are a couple of Taboos for the Priest of the Night. One is that they cannot marry. Another is that they refuse to eat the flesh
of any bird. This may be some hold over
from the use of bird sacrifices for augury.
SPHERES OF
INFLUENCE: Magic and Night. Illior’s followers come from all levels
of society. From the scholarly magent
to the thief in the street, they all ask for Illior’s blessing. Of all the four, Illior seems the most
neutral and mysterious. The oracles
often express fates that are ill as much as positive. For this reason, many are suspicious about the Illioran Priest,
sometimes seeing them as harbinger’s of doom as much as the “voice” of a god.
SPELL LIST:
BASE LIST (Faith)
- CEREMONIES (Illior), HOLY ELEMENTS (Wind), PROTECTIONS
BASE LIST (Sect) -
HOLY VISION, TIME’S BRIDGE, LORE, DIVINE MAGIC, HOLY DEFENSES, LIGHTS
WAY.
CLOSED LIST: - Restricted.
OPEN LIST: - Limited.
SPECIAL OR
GRANTED POWERS: Nightvision 50’, +10% Influence.
HIERARCHY: Every temple had a High Priest and a Prophet who were above the
different priest and acolytes. The
former supervised the business of the sect and oversaw the rites. The Prophet was he either blessed or cursed
with the sight and was relegated to the “Pit” where he and his staff made
pronouncements. One thing was that the
Prophets would not remember their foretelling, as if the deity was communing
directly with the supplicant.
SAKOR
THE WORSHIPPED
BEING: Sakor the Light
CHARACTERISTICS
OF BEING: Sakor was the god of Light, Honor, War, and
Home. He was the “Protector” and his
cult was strongest in the military and among the ruling class of the
Allemanni.
HOLY SYMBOLS: A
radiant sun disc was the most common symbol.
It was usually scratched over a home’s hearth to protect its
occupants. Other symbols were the Horse
and the Shield. The Shield carried the
sun’s image as well. The horse
represents the vitality of the god and the faith.
PRIESTHOOD:
Sakor’s priests were well known in most cities. They presided over most of the civic
functions and rites associated with the Allemanni Empire. Even the realm’s legions had sun symbol on
their standards. Unlike the other Priesthoods, Sakor’s
followers often took up arms and were well trained in the art of war and battle
magic.
REQUIREMENTS,
RACES, GENDER: Most Priest were male and all human. The Prime statistics are WISDOM and
STRENGTH. DUTIES: Protection of
the Weak, Defense of the temples and priest of all the gods as well as
dispensing justice and peace throughout the world. At Sunrise and Sunset the worshipers of
The Sun god would
pray and face the burning orb. It was
said that they drew strength from the rays of the sun itself. The
Holidays around Whealing and Midsummer were the main Sakoran days.
RIGHTS: The
Priest of Sakor had the right to act as judge in any dispute. Like all Priest they had free travel,
hospitality, and could live off alms and gifts to their local shrine or temple.
RESTRICTIONS:
Sakoran Priest was restricted to working from their temples and
shrines. There were few mendicant
Sakoran holy men, except within the Empire’s Legions.
SPHERES OF
INFLUENCE: Government, the Light, and War.
SPELL LIST: CEREMONIES, COMMUNAL WAYS, PROTECTIONS, HOLY
ELEMENT (fire), REPULSION, BATTLEFIELD HEALING, HOLY WEAPON, HOLY SHIELD,
SPECIAL OR
GRANTED POWERS: +20 % Influence. Extra Weapon pick per
level.
HIERARCHY: The
Sakoran order was very structured, as one would imagine. A Priest was ordained after several years
in the Acolyte ranks. Even among the
Priest, different ranks divided them.
DALNA
THE WORSHIPPED
BEING: DALNA
CHARACTERISTICS
OF BEING: Dalna was the embodiment of the earth. Her faith absorbed many of the “goddess”
faiths around the Dunrach Sea, so by the end of the Allemanni Empire, it was
the most wide spread and worshipped of the New Gods.
HOLY SYMBOLS: The
tied sheaf of wheat was the universal symbol for Dalna. Others associated the birch tree with her as
well. The animals most associated with
the sect were the serpent and cow, one for Death and the other for Life.
PRIESTHOOD: The
followers of the goddess were common through out the Allemanni lands. They were the sects closest to the people,
providing the religious healers to rich and poor alike and performing the rites
of the seasons to invoke the goddess.
Dalnist sects may still be found among country folk who try to follow
the old ways, and they will have some type of priest or priestess.
REQUIREMENTS,
RACES, GENDER: Dalnist clerics were as often women as
men. They were usually human except the
Dunden of Bridy. In ancient Bridy the
goddess “Sameth” lady of prosperity took on many of the physical
characteristics of the Dalna, including stature. The tall and gaunt Komparits were all Dalnist, and may still be
today. The Prime Statistics
for Dalnist Clerics are WISDOM and CONSTITUTION.
DUTIES: The
Priest of Dalna main function as to preside over the seasonal holidays of Lithe
and Lamas as the monthly festivals under the full moon.
RIGHTS:
Dalnist enjoy the right of Hospitality and free travel.
RESTRICTIONS:
Dalnist priest were forbidden to kill, even in the preservation of their
own life. They did practice a
non-lethal form of self-defense and preferred cudgels and staffs to
deter aggressors. The Priest of this
order also was a vegetarian as they would or even could not eat meat.
SPHERES OF
INFLUENCE: Dalna was the goddess of the earth and all
living things. She watched over the
land, its animals and people, always working to heal and balance the
world. Like the Illoran’s her faith was
actually quite neutral, but the efforts to heal made it a major force for good
and the light.
SPELL LIST:
CEREMONIES, COMMUNAL WAYS, HOLY ELEMENT (earth), NATURES LAW,
PURIFICATION, CONCUSSION WAYS, SUMMONS, HOLY DEFENSE.
SPECIAL OR
GRANTED POWERS: +15% vs. all Disease and Poisons.
HIERARCHY: There w never much hierarchy among the scattered Dalnist clergy, though
each area had a High Priest/Priestess who oversaw the rites and groups of
healers there.
ASTELLUS
THE WORSHIPPED
BEING: ASTULLUS the
Traveler
CHARACTERISTICS
OF BEING: Astullus is very different from the other
gods. He was the patron to commerce,
travel, the sea, and even death to some extent. Of all of the four he was the most accessible to the common
man. It was said that he was once man
raised to godhood. The followers of
this religion were strongest along the southern cities of the Dunrach Sea.
HOLY SYMBOLS: The wave, the dolphin, and the pilgrim’s
staff.
PRIESTHOOD: The
priests of the god were from all levels of society. Man lay fellows were also associated with
the priesthood, either mendicant holy men or even the runners of the
Messenger’s Guild, which were associated with the temples during this time.
REQUIREMENTS,
RACES, GENDER: The priest of
the god were either male or female and either Human or Dunden. They Prime Stats are INTUITION and AGILITY.
DUTIES: The
Priesthood oversaw the temple hostels and blessed al sorts of commercial
ventures. If a trip was to be taken,
all the proper offerings had to be made.
The wandering holy men offered wisdom and blessings to the populace at
large.
RIGHTS: The
priesthood had free access and accommodations.
To feed or offer drink to one was a religious duty. To assault a priest or holy man was a
crime. The MESSENGERS GUILD
shares these rights to some extent.
Guild members have the right of safe conduct. Any realm that either blocks or does little to protect the right
of passage is blacklisted by the guild and usually suffers economically. All guild members are recognized by their
“seal”, the
Taking of which is
another serious crime.
RESTRICTIONS: The
priest could only accept a set fee for their blessings; those some took
gracious gifts from the wealthier traders.
SPHERES OF INFLUENCE:
Commerce, Travel, and the Stranger at the Door.
SPELL LIST: CEREMONIES, COMMUNAL WAYS, HOLY ELEMENT
(water), WEATHER WAYS, REPULSION, DETECTIONS, SPIRITUAL VISION, SUMMONS, HOLY
DEFENSE.
SPECIAL OR
GRANTED POWERS: +15% vs.
weather and elements. +10 Influence.
HIERARCHY: Only
the temple priest had any organization, the wandering ones were recognized by
piety and reputation.
GODS OF
DARKNESS
Just as the
creator is Represented by the Four, the forces of the Dark are embodied by
several figures. These are the
Gods of Darkness
that arose from the ashes of the War of Legends.
GOLGOTHA the
Undying, Lord of Hell.
MANLANTA the
Fallen, the mad god.
SERROMAIUS the
Devourer was the blind god of undeath and destruction.
TSHOGI of the Void
was the caller of demons.