Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Fornoss: Difference between revisions

From MassiveCraft Wiki
No edit summary
 
(126 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Info religion
{{Info religion
|image = VelTap.png
|image = VelTap.png
|pronunciation = Old-Gods
|pronunciation = Forn-oss (clear pause between the two).
|origins = [[Old Ceardia]]
|origins = Presumed roughly 15,000 years ago.
|deities = 8 primary Herrehem (Archgods) and 3 each Maarda (part-gods) each belonging to a Herrehem.
|deities = Two distinct Pantheons of 6 Gods each.
|subsects = [[Velheim]], Riklander, [[Fridurfolk]], [[Zvorun]] variant, and [[Highland Ceardian]] & [[Breizh]] variant.
|}}
|}}
Old Gods is the oldest [[Religion]] known to the [[Ailor]] [[Race]], predating any and all religions, but also being wildly different from its original inception due to the constant modification as the centuries passed by. Old Gods is inherently a very disorganized religion, meaning that regional differences and small custom exceptions may exist, though generally speaking, its core principles are well followed. Among the [[Velheim]], Old Gods is by far the most practiced religion, and all major changes and religious sites also exist in their lands. Other notable populations of Old Gods worshipers exist in the [[Highland Ceardian]], [[Fridurfolk]], [[Tarkkin]], [[Höglander]], [[Zvorun]], and even [[Vladno]] populations, particularly in the northern mountain regions of [[Drixagh]] where [[Unionism]] reverted back to Old Gods. Old Gods is a polytheistic religion, setting it apart from most other Ailor religions, though it has many aspects in common with the [[Faith of Estel]], and is often accused, by [[Altalar]], as a copy of the Altalar faith even if Velheimers will violently disagree with this assertion. Old Gods as a religion shrunk considerably since the creation of Unionism by [[Theomar]] at the rise of the [[Regalian Empire]], however it remains a massive religion for the Ailor, far outclassing all other minor religions isolated to various cultures, and second only to Unionism. To some Unionists even, Old Gods has a certain allure of freedom and spiritual absolution not revolving around back breaking work or self sacrifice. While Old Gods is certainly shrinking in the [[Regalian Archipelago]], where whole regions have not a single worshiper left, elsewhere, Old Gods is actually on the rise as populations among the Velheim and Heartland Ceardian kingdoms continue to grow due to an increase in welfare, following their introduction into the Regalian Empire, increased food supplies, and Regalia’s relatively moderate religious freedom laws.
Fornoss is one of the earliest [[Religion]]s of the [[Ailor]] [[Race]] that survived thousands of years of conversion by other religions and attempts to be eradicated by various nations, proving exceptionally resilient. The Fornoss faith has a large following, particularly among [[Velheim]] and [[Gallovian]] Ailor, though a large number of [[Urlan]], [[Dwarves]], and some [[Eronidas Ashaven|Ashaven Eronidas]] also follow it, meaning it is not limited in scope to just Ailor. Fornoss is sometimes called the Old Gods religion, but this is not historically correct. The Gods are not old from a purely chronological perspective and it is not the oldest religion in Aloria. This term was mostly popularized by the Ailor, who when reviewing only their history, can see Fornoss as the oldest Religion, but when taking the totality of the world's history, Fornoss is a more accurate term, which roughly translates to "ancient us," an homage to its survival through the ages.
==Origins==
The birthing of the Gods and the founding of the religion are two distinct periods. The birthing of the Gods is a mysterious period perhaps thousands of years before the first followers professed their belief in the Gods, as it is said that the Gods wandered for many ages before finding the people that would recognize their worth. The Fornoss Religion is roughly 15,000 years old, though this has an error margin of about 3,000 years because the proto-Velheim people who were the first Fornoss followers did not have a form of writing at the time. The Religion was founded on a series of islands and part of the mainland of Oldtera ([[Oldtera|Old Ceardia]]), where the locals embraced a form of polytheism while most other [[Oldtera|Ceardian]] tribes were monotheistic. The Eili offered the faithful escape from the endless bloodshed and Oblation Magic raids under the [[Elves]] that terrorized the Oldt Tera shores, fleeing the mainland, and retreating to some island called Aldra, which cannot be found on any modern map. On Aldra however, the Fornoss believers still were not safe, so the Eili contacted the Vola and created The Pact, which joined both Pantheons to the Fornoss believers and the Fornoss people were finally given safety by combining Eili and Vola Magic through the Tadhg Gates that allowed them to transport themselves over long distances and colonize distant lands. For thousands of years, the Fornoss followers spread across the world through the Vaarda Gates, until Svartskra. Presently, Fornoss remains a very large religion even if swathes of its followers have converted to other religions, mostly Unionism.


==Etymology==
==Core Beliefs==
Among the Velheim and Highland Ceardians, there is no real official term for Old Gods, rather, the term was invented by the Regalians upon the creation of Unionism to create a clear distinction. To the Velheim and other Old Gods believers, the Old Gods simply are “The Gods”, and so there is no official term for them. Commonly however, Velheim and other Old Gods worshipers accept that for the sake of easy communication, the term Old Gods suffices. It is curious to note, that Unionism, Unionist Scholars, and even Unionist Clergy never fully reject or debase Old Gods as a religion. In fact, it could be claimed that because of their distinction between the “new god” (namely the Spirit) and the Old Gods, that they universally accept that the Old Gods dogma was true, but that with the blessings of the Spirit, they became redundant, or subservient to the [[Regalian Emperor]]. Indeed, the clergy have no official stance, and the Creeds do not have any particular concept of denying Old Gods as a true faith, rather simply stating that upon the arrival of the Regalian Empire, the Spirit deemed the Ailor more worthy than the Altalar for the mantle of the world, and sought to raise up paradise through them and for them. Old Gods as such was mostly left behind as a cultural and traditional curiosity, and it is notably that relaxed attitude towards Old Gods, that has mostly kept their religion alive amid aggressive proselytization and missionary activities. Even the [[Skagger Wars]] were never truly about religion, even if some Emperors used the concept of Holy War to rile up the masses to fervor, as the Velheimers were allowed to keep their religion intact in Drixagh in particular.
===Central Message===
The central message of the Fornoss faith is that the faithful are born as creations of the Dragons who, in turn, were blessed by Árn who is a metaphorical representation of the world - a giant tree of life to symbolize all living things - living as children of the elemental Gods. The Eili Gods are those who were chosen and gave the Fornoss faithful progress, while the Vola Gods were those who were forced onto the faithful but gave them power. The living struggle against each other and outside elements while gaining Soldi or Svaldi, currencies of honor, until their death where these currencies are weighed to determine which pantheon their soul belongs to before they pass into the afterlife.
===Faith Mechanic===
Faith Mechanics are Mechanics that are given for free to every believer of the Religion. For the Ailor people, this only applies to their Dominant faith, and Faith Mechanics are never included in Religious Syncretism. Faith Mechanics are lost when a Character converts away or becomes an agnostic. Faith Mechanics always come in pairs of two, one usable theoretically daily, one only used rarely if ever.
* '''Fornoss Faith Mechanic 1:''' The Fornoss religion is a deeply elementally connected religion that has established ties with the primal elements of the world: fire, water, earth, and wind. The Fornoss faithful can use prayers or faith spells on rune-inscribed surfaces to react with the elements without having Magic themselves. For example, they can write a request for the Gods to open a blocked-off cave entrance in rune-script followed by a prayer, after which the stone blocking the entrance is forced to move by the Earth God. Or, they might inscribe a table with a rune calling on the Fire God to ignite tinder, resulting in a warm flame erupting. The faithful themselves are not using Magic, they are using rune-script to call upon the elements to obey the commands of the Gods. It is notably slower and less efficient than Magic because it requires them to write the request in rune-script.
* '''Fornoss Faith Mechanic 2:''' The Fornoss faithful can call back a person who has passed into the afterlife temporarily if they possess an image (painting, statue, carving) of the person, or know their full real name. In such a case, they must perform the calling of the forerunner ritual, and command the Spirit to hold a specific purpose in line with the Fornoss faith, for example defeating someone who desecrated a religious site. This will manifest the person as a Primal Revenant with a strong inclination to complete the fate for which they were summoned, and if they do, they disappear again. The same Spirit can be summoned multiple times for different fates. Remember, Spirits, even ones from Gods, are still very illegal in the eyes of the law!


==Pantheon==
===Soldi and Svaldi===
Old Gods, because of its central lack of clergy or a unifying clerical body (like the [[Unionist Sancella]]), does not have the same exact consistency across all lands. There exists a diversity of ideas and traditions from region to region, culture to culture, and even nation to nation. Generally speaking however, Old Gods are divided among polytheistic and pandeistic lines. The former claiming that all gods were born as seperate and unique individuals, the latter claiming that all gods were born from a single all-god, who after creation ceased to exist as a single entity and instead became many. The different terms used for these two spiritual denominations are Fleregud, and Enkelgud, or Flere and Enkel.  
Soldi and Svaldi are honor currencies that are mostly spiritual, that the faithful gather throughout their life. Small and large actions can increase these individual currencies, but they can also be catastrophically lost or monumentally returned through great events. When a person dies, each of these currencies is weighed and if they reach a certain threshold of either Soldi or Svaldi, they are permitted into the afterlives of the Eili or Vola respectively. A rare occurrence happens when both values are roughly the same, in which both pantheons battle over ownership of a soul, producing a [[Undead#Godsrot_Undead|Godsrot Undead]] while they wait for final judgment. Each God represents a means to gain or lose Soldi or Svaldi, and this currency is mostly decided upon by players to define how pious their character is, but outlined below in short detail:
===Unions===
* '''Soldi:''' is gained in the name of Bard by being brave and just, and lost while being inactive to injustice. It is gained in the name of Tadhg by respecting and putting to rest the dead and lost by being seduced by Demons. It is gained in the name of Leif by showing passion and loyalty to one's lovers and lost by committing treason. It is gained in the name of Dáuw by protecting others and crafting things, and lost by letting society slip into anarchy. It is gained in the name of Eirny by defending the faithful from having their culture and stories erased either by sword or writing them down, and lost by destroying or hiding knowledge. It is gained in the name of Halfvel by protecting the environment and lost by needlessly killing animals.  
There are, primarily, eight Herrehem (Archgods) in the Old Gods faith. Archgods is not a term used within the Velheim or Common language, rather, it is a Regalian distinction to create a clearer boundary between the Herrehem and Maarda, as the Velheim call them. The Old Gods faith has a form of derivative god birth where each Herrehem in theory exists out of the combination of several Maarda (part-gods), but these Maarda are also individuals. Furthermore, of all the eight Herrehem, each of them are paired in two called Unions or Gudpar in Velheim, with various religious implications. Beyond that, Maarda are also capable of interacting with mortals and the living, and as such, Maarda are also capable of siring demi-gods among the people, something that commonly is a recurring theme in Old Gods folklore. To understand the Herrehem, one must first understand the primary Unions and what they represent.
* '''Svaldi:''' is gained in the name of Helskorn establishing control over others, and lost from being disavowed by others. It is gained in the name of Thirun by achieving great feats or accomplishments or fame and lost by losing Duels. It is gained in the name of Aedán by dedicating feasts and parties to others and making art, and lost by destroying the cultural heritage of anyone. It is gained in the name of Blodrúna by ending a worthy life and writing good poetry, and lost by ending a weak life. It is gained in the name of Taran by making one's self or others beautiful, and lost by neglecting one's own body. It is gained in the name of Ubhan by defeating others in martial combat and succeeding in revenge, and lost by showing cowardice.  
====Union of Fire====
Soldi and Svaldi can also be transferred or fought for in the name of others. It is for example possible, that if a person died with low Svaldi and Soldi and thus denied access to any afterlife, their child might begin a quest to restore the honor of their parent, thus allowing them to move from the world in between (essentially being a Spirit/Undead) to an actual afterlife. The Gods are merciless with violations of their virtues and sins but graceful with the time one has to recover from such mistakes. Halfvel always brings warnings of the Black Book fate spun by Eirny before such a person would die.  
The Union of Fire is commonly described as “all that feels”, and that is roughly what the Union of Fire also represents. Their primary element is fire, representing protection, parentage, passion and rage, and a wider variety of emotion. The Union of fire is supposedly responsible for all the feelings and emotions that the mortals have, and in ways also affect their emotions during the daily life, depending on their favor or disfavor.  
===The Afterlife===
====Union of Air====
The Fornoss faith is somewhat unique in that it has 3 distinct afterlives. Each pantheon has its separate afterlife with different rules and functions, and then there is to so-called land in between which is a cursed land for souls deemed unworthy. The land in between is an endless gray land without emotion and feeling. Souls wander there until their descendants or friends save their honor, or until their name is forgotten and they die one final time. The afterlife for the Eili is called Eiliheim, which is thought to be a perfect garden of forever spring and tranquility, where beautiful music and animals grace the skies and eternal peace is felt. The afterlife for the Vola is called Volaheim, which is thought to be a heat-scorched mountain land of forever summer and humidity, where the earthly delights and pleasures are tingled with endless hedonistic satisfaction. A dying soul can never arrive in both, so most faithful tend to choose which one they would rather reach, and plan their Soldi/Svaldi gain appropriately.  
The Union of Air is commonly described as “all that wants”, and that is roughly what the Union of Air also represents. Their primary element is air, representing freedom, change, ceremony and combat, and a wider variety of human needs. The Union of Air is supposedly responsible for the needs and wants of people (detached from emotion, which belongs to Fire). The Union of air is commonly blamed for all calamities in the world.
===Svartskra===
====Union of Water====
Svartskra is an important event in Fornoss history because it changed how the Gods interacted with mortals and even changed the pantheons themselves. The event itself is historically different to date because both pantheons are cagey about revealing too much information about it out of self-interest. The faithful are aware that both pantheons tell versions of lies to their believers to make themselves appear to be the most righteous in this divine conflict. Svartskra occurred sometime after the large colonization boom that was allowed by the portals created by Tadhg that traversed long distances by partially traveling through Volaheim. There is a general agreement among scholars that the event was caused by a sense of betrayal by the Eili, who felt the Vola had doublecrossed them and taken too much spiritual control over the faithful. Svartskra itself took at least a century to complete, seeing several phases:
The Union of Water is commonly described as “all that perils”, and that is roughly what the Union of Water also represents. Their primary element is water, representing grief, fear, treason and death, and a wider variety of pestilence and misfortune. The Union of Water is supposedly responsible for all the bad things that happen on a personal level for all mortals, but has a duality in that it also represents acceptance, forgiveness, peace and tranquility. The Union of Water is more complicated, because it not as strictly positive like the Union of Fire, or (almost) strictly negative as the Union of Air. It represents both good and bad sides of death and sorrow.
* '''The Re-arrangement Phase:''' During this phase, the pantheons themselves were re-arranged due to the internal strife. The Eili Gods Jord of the metallic silence and Gro of the flesh amalgam were expelled from the faith by Bard for having gotten them all in this mess since they were the ones to broker the agreement with the Vola. Elsewhere, Helskorn banished the Vola Gods Flaed of the raging oceans and Aestas the autumn rot for having failed to keep the peace on their end. Both of these pairs of Gods and Goddesses disappeared from the pantheons and much of their lore and knowledge was lost to time, only fragments remaining.  
====Union of Earth====
* '''The Betrayal Phase:''' During this phase some decades later, one god of each pantheon switched sides but was forced to do so by their own faithful rather than Bard or Helskorn. Aedán was expelled by the Eili worshipers from the Eili pantheon because of his neglect of his divine duty. Instead of helping the faithful through times of cultural upheaval, he just partied all day long, and so he was welcomed among the Vola. Eirny in turn was expelled by the Vola worshipers from the Vola pantheon because she refused the wroth and spite inflicted on the Eili Gods by the other Vola Gods. She wishes to spend her time recording the fates she was given authority to and thus was welcomed among the Eili for her erudite dedication. At the tail end of this, Tadhg shut all the Volaheim gates, thus inadvertently cutting all Fornoss faithful lands off from instantaneous transportation access, which caused many cultures to fracture.
The Union of Earth is commonly described as “all that knows”, and that is roughly what the Union of Earth also represents. Their primary element is earth, representing will, justice, learning and yearning, and all knowledge based aspects. The Union of Earth is supposedly responsible for storing all information and knowledge, memories and remembrance.
* '''The Silent Phase:''' During this phase, the conclusion of Svartskra took place nearly a hundred years after it started. The Eili and Vola, after a period that could best be described as a war in heaven, agreed to a formative truce that would make them stop fighting, which resulted in casualties among the mortals mostly. The agreement that was settled, was that the faithful lands would be divided and their power limited to where their name was invoked more. If a certain area had a strong Eili patronage among the faithful, the Eili would hold power there, and if the Vola were invoked often they would hold power there instead. The other pantheon was denied spiritual power in the areas where they were praised less, so the world was essentially divided and the war ended.
The silent phase, however, had yet another unintended side effect: the boundary of authority continued to shift. The Vola would undermine Eili power by causing calamity to strike an area which would cause the locals to invoke their name more in fear or in the hopes of being given more power. The Eili, in turn, had eventual control over any area because peace and prosperity from the calm of their truce would eventually lead to Eili worship overtaking Vola worship which increased in hard times. Both pantheons tried to outsmart each other but ensured a secret war would start where they tried to contest each other's authority through underhanded means. Whatever the situation, both pantheons are desperate not to start an all-out war between them again, and so their refusal to directly interface with one another causes problems for the faithful, especially when they need them to work together but neither side does anything to help.  
==Gods and Goddesses==
Fornoss has a unique pantheon construction in that it has two separate and often conflicting pantheons. The Eili pantheon Gods (in blue and green) are generally seen as morally righteous but deceitful and mindful. The Vola pantheon Gods (in red and orange) are typically seen as cruel and violent but honest and powerful. Followers may choose specific Gods as their patrons or worship all equally. It is also possible to worship either Eili or Vola more than the other, or outright refuse to worship a specific pantheon. Still, generally, a believer can't get the whole core of Fornoss without acknowledging both pantheons and worshiping both.
<gallery mode="packed-overlay" widths="180px" heights="229px">
File:XxxxaastatttuujjkUntitled Artwork.png|''Bard, God of justice and leader of the Eili in opposition to the Vola.''
File:Xxxxaauhynew canvasujtrjytg.png|''Tadhg, God of life and death and the afterlife who wards away Demons.''
File:XxxaaaarffdddUntitled Artwork.png|''Leif, God of love and the dawn and dusk who brings about renewal in all.''
File:XzxDwarfgod.png|''Dáuw, God of crafts and mountains who protects the faithful from harm.''
File:ZzxhvvvNew Canvasujyfnmyfgggg.png|''Eirny, Goddess of fate and sagas who writes the stories of mortals.''
File:XzxHalfvel1.png|''Halfvel, God of the wilds and demigods who guides the faithful.''
</gallery>
* '''Bard''' (pronounced Bard) is the god of justice and leader of the Eili. As god of justice, he is responsible for the sense of fairness and the rule of law among the faithful, he also acts as divine judge for those who have transgressed and puts curses on the punished. Bard is partly responsible for the Svartskra, demanding the Eili and Vola Gods disavow each other, and refrain from interacting. He is prayed to, to wish for justice in troubled times, and for clarity to those in power.
* '''Tadhg''' (pronounced ty-g) is the god of life and death and the demon-ward. An afterlife God, he holds the mirror to the dimensions and guides the burial rites. When summer comes heralding the burial of the dead in thawing helbolwen he becomes a formless levitating robe with frozen hands on the mirror. When winter comes heralding the torment of Demons he becomes an Urlan and protects the faithful from wicked schemes, while the dead lie embalmed for the next summer.
* '''Leif''' (pronounced lay-f) is the God of love and change. He teaches the faithful to be kind and affectionate, to show passion to loved ones and care for the needy. He is the patron of parents and caretakers and is depicted with blazing chains as he drags the sun through the sky with the moon following in tow, tied to the sun by a chain of stars. Leif is prayed to for goodwill from others and kindness in one's own heart. He is also conventionally seen as the God of fire and is symbolized by this primal element.  
* '''Dáuw''' (pronounced dow) is the God of crafts and protection and the mountains. An earth-element God in symbolism, he represents the wealth and strength of the mountains and soil. He teaches metal forging and casting, the perfection of gem cutting, and the art of trade and commerce. But he also represents the sturdiness of armor and the protection of shields, defending the faithful in their time of need. He is prayed to both for protection from attacks from others and wealth and fortune in work.
* '''Eirny''' (pronounced Er-knee) is the Goddess of fate and sagas. She gave the faithful rune-script still used today and weaves the stories of their lives on rune tomes. Considered a Goddess of literature and records, it is in her name that libraries and scriptoriums are blessed. Eirny appears as a Skyborn Elf bringing with her curiosity to the world to see stories unfold. And for those with low Svaldi or Soldi, she writes Black Tomes to predict their cursed fate if they do not change.
* '''Halfvel''' (pronounced Half-vel) is the God of beasts, the hunt, and his demigod children. Halfvel is prayed to for protection from the wilds, while he also offers guidance while disguised to teach the faithful humility and warn them of Eirny's Black Tomes so they can avert their doom. He is also the only god who intentionally lays with mortals, giving birth to the Halfvel Godborn who call him the Wolf-Father as they are born self-controlling Marken (werewolves) in service of the faith.  


===Herrehem===
<gallery mode="packed-overlay" widths="220px" heights="309px">
====Lensa====
File:Untitled Artworkraaaddd.png|''Helskorn, God of power and leader of the Vola in opposition to the Eili.''
Lensa is usually depicted as a woman with exceptional beauty, long hair flowing all the way to her ankles in a variety of braids and golden blonde. She usually has a variety of feathers and green budding twigs in her hair, her body covered with various pieces of traditional male body wear, such as male-fitted armor or male pants and shirts. Rather than being an outright cross-dressing god, the implication here is that beauty can be found in even the rugged of man, a reflection of their subjective beauty through the judgement of the beholder. Lensa is tall, moves with poise, and the wind always sweeps her hair in ways that accentuate her tallness and floaty movements. It is common for Velheim to compare a woman they love dearly to “the beauty of Lensa”, or to call their sweetheart a Lensån, meaning daughter of Lensa. Lensa is commonly believed to be of a soft temperament, caring and loving, soothing and embracing. In other ways, she also represents the obedience and loyalty of children, and the closeness of friendship and lovers. She is bound to Ellmår in a same-sex female union, though is sometimes also considered Ellmår’s daughter in other regional variances, where their Union represents the dedication of parents and children to each other instead of lovers. Those who dedicate their identity to Lensa, have a tree-like tattoo applied to the nape of their neck, running from the top of the spine adjacent the shoulders, to the lowest edge of their hair. This tree represents Lensa’s wide and covering care, the shade of her embrace sheltering the person’s heart.  
File:Hghhuntitled artwork 5.png|''Thirun, God of magic and vanity who grants the faithful the Arcane gift.''
====Ellmår====
File:New Canvasgfhdhfdhgdfjhfgh.png|''Aedán, God of culture and art who creates the unending feasts.''
Ellmår is usually depicted as a woman with exceptionally strong masculine features, short hair and with a very strict and average face, with fiery red hair. She usually has a variety of chains and necklaces around her neck, as well as belts around her arms that represent the duty of parentage and the bonding of offspring. Ellmår wears traditionally female clothing such as long flowing dresses and knee-high skirts with sashes and over skirts. Rather than being an outright cross-dressing god, the implication here is that any parent can take any role they need to for a child, and that a woman and a man are both equally capable of acting in a parental role. That being said, the existence of Ellmår has become a bit of a curious Regalian oddity. Some Regalians (even though they believe in Unionism), have created an exceptional fondness of Ellmår, as she (more so than Lensa) represents gender-dimorphism among religions, perhaps being the only deity that is so obviously non-gender conformist in a patriarchal and male-dominated world. As such, even if they are Unionist, some Regalians sing the praises of Ellmår through the scope of a cult or society to feel a sense of divine inspiration and connection over trials and happiness that is unique to them. Ellmår is also invoked for women who behave in traditionally male roles and societal standards. A woman who fights with the ferocity of a man is considered an Elmark, or a Warrior or Ellmår. She is believed to have a measured outwardly, yet passionate internal personality, remaining very stoic and reserved to outsiders, but extremely involved with those closest to her. She is bound to Lensa in a same-sex female union, though is sometimes also considered Lensa’s mother in other regional variances, where their Union represents the dedication of parents and children to each other instead of lovers. Those who dedicate their identity to Ellmår have tattoos of chains applied to their wrists, not as a sign of slavery, but as a sign of dedication to their family or their lover. Among Velheim, traditional chaining is not often if at all seen, which is why being chained by a Regalian guard is considerably humiliating to Velheimers, given that they see this act as a religious dedication, not a part of a judicial prison system.  
File:New Canvasghredghretd.png|''Blodrúna, Goddess of poetry and carnage who bathes in blood.''
====Basjtur====
File:Hsaaablackmanlaying.png|''Taran, God of beauty and time who glorifies even mortal bodies.''
Basjtur is usually depicted as a man with exceptional strength, a wide frame and a muscular body, with long hair and a body covered in tattoos, pitch black hair on his head. He usually wears nothing on his upper body, instead wearing only battle pantalons and boots, but always wielding at least one weapon, if not more. Basjtur is the simplest and easiest representation of a a warrior god, and lives up to that expectation to the T. He is always depicted in some sort of battle, either with Mærsjel as some sort of combat spar, defeating some sort of beast, or taking on a whole horde of enemies. Basjtur is commonly seen as a the guardian of the Gods, and is also the only one truly depicted taking on Demons, who are frightfully absent from the Old Gods faith, unlike Unionism. It is commonly said that through Basjtur’s blessings, the Velheim people and the Old Gods worshipers don’t have to deal with the negative side of Demons, as Basjtur is in an endless battle with them in the nether world. Basjtur is always invoked on the eve of battle or a duel, for the sake of invoking his rage and skill in battle. Inscriptions of him are placed on weapons to grant them the durability of his body, and warriors bring offerings to his name to grant god-like strength in battle. Basjtur is bound to Mærsjel  in a same-sex male union, though is sometimes also considered Mærsjel’s student in other regional variances, where their Union represents the raging beast that is liberated by the calm mind. Those that dedicate their identity to Basjtur have an axe-like tattoo applied on their back, the blades on their shoulder blades, and the stave on their spine.  
File:Aaygddpridedemon.png|''Ubhan, God of war and combat and undefeated in martial dueling.''
====Mærsjel====
</gallery>
Mærsjel is usually depicted as a man with exceptional youthly beauty, a thin and slender frame of body, with short curly hair and a youthful face full with lips and rose cheeks. Mærsjel usually wears Altalar clothing, as Old Gods considers Altalar culture a high standard worth emulating for those seeking fortune in culture and art. He is never depicted without his harp or flute of soothing, often playing it, or dangling by his side. Mærsjel represents the arts and culture that flow from the freedom and liberty afforded by peace and prosperity. In many ways, Mærsjel is the natural consequence of Basjtur keeping everyone safe. Comparing someone to Mærsjel is an extreme complement of their entertainment capacity, and any tavern called a “Hall of Mærsjel” is the highest honor bestowed by an Old Gods worshiper, believing that spending time there is roughly equal to the afterlife in pleasure and comfort. Mærsjel is bound to Basjtur in a same-sex male union, though is sometimes also considered Barjtur’s teacher in other regional variances, where their Union represents the idea that no warrior or great sage is too good to learn new things from a young thinker or an amateur who is not set in their ways. As lovers, Mærsjel is usually depicted as the fawn chased by the wolf, but also the soothing tune that brings peace to the raging bear, a moment of comfort in a world of misfortune and misdeeds. Inscriptions of him are placed on the backs of paintings and in the wooden engraving of wooden instruments,
* '''Helskorn''' (pronounced Hel-scorn) is the God of power and leader of the Vola pantheon. As god of domination and legacy, he is responsible for the very rebellious and unruly nature of the faithful to being repressed by outside forces, giving them a strong sense of freedom, and desire for fame before time gets the better of them. Helskorn is partly responsible for the Svartskra, demanding the Vola no longer bless the Eili with their aid. He is prayed to for the satiating of lust for power and glory.  
====Bev====
* '''Thirun''' (pronounced Tea-ruun) is the God of Magic and vanity from the perfection of skill. The faithful believe him to be the source of all Magic, which is both a personal blessing but also a grave burden that tests the mental fortitude of the mind. Thirun preaches that Magic is a touch of divinity close to Godhood, but that it equally bears a curse on the mind that can quickly reduce a disciplined individual to a loathsome and indolent sloth. He is prayed to for greater Magical power and insight.
Bev is usually depicted as a flying cloth, devoid of a physical body inside, though it can also be depicted as a man covered in black robes with a white mask, blood coming out of the eyes and mouth sockets that are pitch black. Bev is always depicted through the frame of a mirror, as if looking into a mirror, with Bev on the other side. Bev is an often unspoken God, because it is believed that to invoke his name is to bring misfortune itself, Bev is the reason why Old Gods worshipers are uneasy with those who wear masks, in their culture, masks are seen as the faces of Bev, worn by those who wish to do Bev’s bidding, which is to cause death, but also to act as Bev’s eyes. Those who are seen by Bev are believed to be on their way to the grave sooner for each time they are seen by Bev. It is largely why devout Old Gods worshipers refuse to participate in masquerades. Bev is usually depicted in a loving and tender desire for Alu, but never being able to actually reach Alu, as he is a reflection of her in the mirror. Those that have surrendered themselves to become dealers of death have a twin-sickle tattooed across their shoulder blades.  
* '''Aedán'''(pronounced ai-dan) is the God of culture and party. Aedán was once an Eili God and Bard's husband, but now spends his days and nights drinking with little regard for his duties. Aedán is capable of producing the most soul-rendingly beautiful art and inspires musicians to many instruments and kinds of music. It is said from all the drunken stupors and denial of his godly duty, he is becoming something monstrous that is growing within, and he is cursed knowing the future.  
====Alu====
* '''Blodrúna''' (pronounced Blod-ruuna) is the Goddess of poetry and blood, and this makes her a complexity. She inspires the skill of speech and wit of the tongue to the Fornoss bards and skalds but also signifies the weight of the blood in the literal and figurative. She is the beauty of carnage and killing, the elegance of death, and rune-reading from splatters of blood. She demands the weight of blood feuds and blood pacts among the faithful and is the reason most warriors in Fornoss seek a poetic death.
Alu is usually depicted as a haunting beauty, a woman floating off the ground with long hair that is wispy and longer than her own body, extending all the way to the ground, almost holding up her body like the stand of a street lamp. She is usually depicted caressing the mirror from which she looks at Bev, or admiring herself in a reflection. In many ways, Alu represents life and the obsession that life has with itself, a mysterious longing and curiosity for death, but equally a fear for it that prevents them from utterly embracing it. Alu’s expression is always different, depending how the light strikes her face. From some angle, whe may look at ease, peaceful and kind. In other angles, she may look ambitious, sneering, prideful, and others yet sorrowful, sad and in anguish. This shows the many faces of living and being alive, and her hair represents the length of life, each strand of hair cut off, representing a person who has died, passing that single hair through the mirror to Bev like a love letter to the dead. Those that wish to strongly represent Alu have the infinite braids of life tattooed all across their chest and stomach.  
* '''Taran''' (pronounced Tah-ran) is the God of beauty and perfection of the body. He is a Hamr (pronounced hammur) which means shapeshifter. He preaches the beauty in the potential of creation and living form, and the potential of body-sculpting. To some, this is exercise and caretaking of their body, to others, this can mean body modification to the extreme. Taran is prayed to for perfection or beauty, and to manifest someone's inner vision or identity of themselves onto their external appearance.
====Handrin====
* '''Ubhan:''' (pronounced Uvan) is the God of war and combat. He is a glorious fury that has challenged many Gods to duels and has never been defeated. When war begins, his name is invoked to be blessed with strength on the battlefield, and fury in negotiations. In the arena, warriors pray to him for victory, and the wounded pray to him to be given the strength to survive and see vengeance for their disgrace. Ubhan is the twin of Thirun, and both represent the opposites of Magic and martial.  
Handrin is usually decpited as a sagely old man, who is so old that his eyelids are permanently closed, his busy eyebrows furling over his eye sockets, and a beard that reaches all the way down to the ground. He is usually depicted seated on a great throne, but more bending over and hunched as he no longer has the strength to sit up from age. Handrin is presumed to know everything, the guardian of knowledge and fact, and forever true. Yet, at the same time, he represents the inability to move, narrowmindedness and dogma, stuck in his chair through roots that have started growing from his robes into the ground. Handrin is usually depicted seating opposite to Julvira, in a pose traditionally seen as debate among the Old Gods and Velheim. The Old Gods worshipers believe in healthy debate and discourse leading to new ideas and new contexts from which to see the world, and so Handrin always represents experience, knowledge and sageness, while Julvira represents new ideas, revolutionary concepts and upsetting established dogma with new information. Those that wish to represent the knowledge-seeker tattoo a pair of hummingbirds on the back of their hands.  
==Priestly Activities==
====Julvira====
Fornoss does not have a formal priesthood associated with it because it is a very disorganized religion. What this means is that each valley, each fjord, each town, and each city may have slightly altered folklore. Each priest may tell the legends and folktales of the Gods slightly differently, and some far-removed places from society may even use different names altogether. The lore presented should generally remain consistent, but players are encouraged to embellish details and fill the gaps with their unique spin, and generally speaking, even if it contradicts the views of other Characters, that is just regional variance. While there is no strict hierarchy under a Fornoss version of the Pope, Fornoss does have official religious figures with occupations within wider Fornoss believer societies.
Julvira is usually depicted as a spritely young woman with very short hair, wearing a collection of colorful robes with exotic plants and items hanging from chains and belts on her. She is seen as worldly, travelling around the world absorbing new views and new ideas to bring back to Handrin and upset him in his established notions and beliefs by constantly challenging him. In a way, Julvira and Handrin also represent the struggle of the older generation with the newer, as well as child versus parent. Still, Julvira and Handrin can also be depicted as lovers, one who is moving ahead in the world with ambition and want, while the other is stagnant, unable to move and content where things are, representing the eventual loss of love because one partner moves faster in the world than the other. Julvira and Handrin can mean a great deal of things, which is why the Union of Earth is not as clear cut as the Union of Fire and Air. Those that wish to represent the worldly ambitions of Julvira have waves and wind patterns tattooed across their forearms and their ankles.  
===General Priesthood===
There is no formal priesthood in Fornoss worship. Any person can at any point in time proclaim themselves a priest and some people do so even just for their own sake. Unlike Unionism, Fornoss priests are not concerned with expanding the flock of believers - they just want to live right by the Gods and help other faithful on that journey, also. It is common for priests to also double as other religious occupations, like Helvigja, or as Knights or even nobles. Priesthood in Fornoss does not impede on anything because there are no requirements. However, it is common practice for anyone who does want to become a priest to at least seek out a mentor to learn the basics of what priests usually do, or say, in certain situations. it's possible to be a self-taught bog priest, but in more urbanized settings, mentorship is common. Mentors hold great importance in the lives of priests, who tend to pick carefully.
===Helbolwen & Hel===
A Helbolwen (pronounced Hel-bol-when) is not a person but a place, but it bears explaining because the term comes up frequently. A Helbolwen, roughly translated to Hellish Burrow, can best be understood to be a crypt where the Fornoss dead are interred in coffins in the walls, or sometimes when coffins cannot be made simply in holes in the wall as is, the frost keeping them from decaying and slowly mummifying instead. Helbolwen are always built underground or in hills, so they can expanded by digging further down. A Helbolwen always has an entryway that acts as a shrine to Ubhan and the embalming chamber. Helbolwen built in cold places are only accessible during spring and summer, which are the burial seasons. Autumn and winter become so cold that sections of the Helbolwen freeze over, or become inaccessible. As a result, the dead are embalmed in the embalming chambers and kept there until the burial season begins and they are interred. The word "Hel", will also come up frequently. It refers to Volaheim, as Helskorn's name is "born of Hel" in proto-Velheim, and he calls Volaheim Hel himself. The word has, however, become a derogatory term used by Fornoss and non-Fornoss believers to describe something negatively. This is not an insult to the Vola or Helskorn-- if anything he considers it flattery, that his name is invoked in entirely unrelated matters such as "What the Hel is going on here," or "Who in Hel's name are you," both meant to mock who it is being said to, but seen as flattery to Helskorn.
===Helvigja===
Helvigja (pronounced Hel-vee-gja), roughly translating to death-consecrator, is one of the peripheral priestly occupations that specifically is a member of Tadhg's Mortuary Commune. The Helvigja primarily perform the mortuary rites, in embalming, interring, or otherwise burying the dead. The embalming process is always accompanied by the Song of the Dead, sung throughout the process, and the interring process by at least one Helvigja or their protectors. The Helvigja work does not end with interring however, in general, they keep Helbolwen clean of vermin, and other unwanted inhabitants. In rare cases, they are tasked to end the un-life of an Undead that came back from improper embalming or escaping the land in between. The Helvigja also linger around Helbolwen to provide mourning help to those bereaved by the death of a loved one, either by using Fornoss rituals to summon the visage of the dead or by singing to the grave together.
===Helharjar===
Helharjar (pronounced Hel-har-yar), roughly translated to Death Warrior, often come paired with the Helvigja and linger around Helbolwen particularly when they are at risk of being attacked or destroyed. Fornoss is the only Religion permitted to bury their dead whole, and their Helbolwen are often filled with gifts for the dead, meaning they are ripe for plundering by grave looters. Helharjar protect not only the Helbolwen itself from looting or desecration, but also the Helvigja themselves, so the embalmers are not the first and last line of defense of such a holy place. The Helharjar also assists the Helvigja with carrying coffins if need be, and frequently stands guard if a Helbolwen is in an active warzone to prevent collateral damage. Helharjar are often partners of Helvigja or end up becoming partners of them, due to their proximity of work and coordination.  
===Andlistari===
Andlistari (pronounced And-lis-tari), roughly translated to "spirit artist," are far more nomadic than the other priestly occupations and travel the wider world with pencil and paper. Andlistari are scribes by nature who record history and events, but more importantly, they record the names and achievements of the dead. In Fornoss faith, it is believed that a person can die twice, once in the physical sense, and a second time when their name is last spoken out loud by someone. As people die, memories of the dead pass on, and eventually there will be no one left to recite the names of the dead, this is where the Andlistari comes in, recording all names, and reciting the names of the dead to the moon before sleep. The Andlistari also serve a secondary function, in that they can make assessments of Soldi or Svaldi of the dead, and help indicate to the bereaved if they should quest to restore honor.  
===Sagnaflétta===
Sagnaflétta (pronounced Sagna-fletta), roughly translated to "weaver of stories," are much like the Andlistari travelers, though it should be said there will be more than enough work for one in Regalia never to travel. Sagnaflétta are scribes like the Andlistari but focus more on the realm of the Gods than Mortals. The Sagnaflétta travel to record oral legends and folklore from the disparate Fornoss faithful around the world and compile them in a grand book of legends and short rhyming stories. Then, they travel to where the Fornoss faithful live in large numbers and host gatherings where they read from the book to discuss the lives of the Gods, the inner conflict and interactions they have with one another, and some of the legendary feats the Gods perform. It is highly encouraged to make up legendary actions and interactions of the Gods by players where that fits within their themes and design.  


===Maarda===
==Expanded Lore==
* The Maarda of Lensa are Beauty, Loyalty, and Fertility, three women clad in dresses made of leaf and flowers each with beauty rivalling Lensa. It is often said that the three sisters compete with each other for who is the most beautiful, with beauty dolling herself up with make-up and fancy clothes, Loyalty seeking the adoration of others through their loyalty to her, and Fertility seeking the adoration of offspring. It should come as no surprise that Fertility is said to have the most demi-gods under their wing.
The Expanded Lore section contains additional contextual information about the Fornoss faith. This section provides background information for the lore and is not required reading.
* The Maarda of Ellmår are Femininity, Command, and Virility, three men clad in simple fur robes and harnesses. As opposed to the Maarda of Lensa trying to rival her beauty, the Maarda of Ellmår try to disgust Ellmår to be rejected. Femininity does this through deceiving others of their gender, Command through the slaughter of soldiers by commanding armies, and Virility by siring too many useless demi-gods, which is considered a grave insult to godhood among the Herrehem and Maarda alike. The Maarda of Ellmår are often accompanied by their respective sibling Maarda from Lensa.  
===The Arken Matter===
* The Maarda of Basjtur are the so-called Hounds of War, Masculinity, Pride, and Combat. Each of these are believed to be wolf-men, gods with the heads of wolves and the bodies of men. They are also often called the giants, as when seen in the world, they were as tall as houses, slaying many foes and allies alike in berserk combat.
One undiscussed matter is the status of [[Arken]] among the Gods. The wider world has a scientific understanding of the Arken as some kind of advanced Spirit from a different Dimension, but to the Fornoss, they are Gods, but also not actually. There are five distinct Arken Gods in the pantheons: Bard (who is Justice), Eirny (who is Scripter), Helskorn (who is Power), Thirun (who is Pride), Taran (who is Body), and Ubhan (who is Fury). These Gods share consciousness with the Demon entities known as Arken, but they are distinct entities from these Arken. When one meets an Arken, that Arken has a shared awareness with the God, but they do not act the same and are not responsible for each other's actions. This is called a Refraction, when an entity has a single awareness, but multiple different bodies acting independently, with shared knowledge. Thus, while there is a relation to the Arken, the Gods are distinct entities, and insisting that these Gods are Demons is offensive to Fornoss believers.  
* The Maarda of Mærsjel are the so-called Virtues of Beauty, Art, Poetry, and Music. The three of them always compete to outdo the other, proclaiming they are the truest of beauty, whether through the painted piece, a spoken poem, or a played melody. The Maarda of Mærsjel are often accompanied by the Maarda of Basjtur as their protectors.  
===Tadhg Gates & Keys===
* The Maarda of Bev are Forgiveness, Empathy, and Compassion, the three heralds of death, and those also most commonly depicted as Valsung, and invoked by the Valsung to aid their song in reaching the ears of the dead. The Maarda of Bev commonly walked Aloria, found wandering through Helbolwen hills and graveyards.  
Tadhg Gates are an ongoing concern or delight depending on one's interpretation, to the Fornoss Faithful. What exactly happens when one opens is unclear, especially if Helskorn will allow the portals to open from the other side in Volaheim. There exist Gates on all the major continents where Velheim settlers came to be, from [[Regalia]] to [[Oldtera]], to all the landmasses of [[Southwynd]], [[Northbelt]], and even [[Ellador]]. All these lands were once connected but now shut off, with their Keys dispersed into the winds. The Keys are [[Artifacts]] of Fornoss power, usually weapons, each Key made for a specific Tadhg Gate. There is currently one known Artifact (belonging to the Nordskag Gate) in circulation in Regalia, called [[Ándlar]], though more could arrive in the future as collector items or loot. It is generally accepted, that opening the Tadhg Gates without the necessary protections, preparations, or considerations, is generally an awful idea. Nobody knows exactly what is behind those Gates, and that entering the afterlife as a living person, is generally a bad thing unless given protection by the Vola or Eili Gods.
* The Maarda of Alu are Revenge, Murder, and Betrayal, the bringers of death. It is said that while the Maarda of Bev announce the arrival of death, the Maarda of Alu actually bring it forth, inspiring those without Soldi to take lives. The Maarda of Alu are universally feared, as they have had a habit of forcing good people to commit heinous crimes.  
==Expanded Gods Lore==
* The Maarda of Handrin are Age, Wisdom and Knowledge, though they have never by themselves been seen in Aloria, and they also have no demigod offspring. They are rumored however to exist as tomes and books all over Aloria, Artifacts of centuries past that collect the memories of those who touch them.
The Expanded Lore section contains additional contextual information about the Fornoss Gods that gives a deeper understanding of their dogma. This section is not necessary to read to get a good understanding of the lore, it just adds more flavor.
* The Maarda of Julvira are Glee, Whimsy and Wanderlust, the sisters of the world. It is said that their running all over the world is what causes the world to rotate, and the sun to rise, and the moon to sink from the horizon to herald a new day.
===Bard===
Bard is known as the King of the Eili gods and is well-known even outside of the Fornoss faith. His worship is most prevalent in Velheim lands, where he is considered the firstborn and founder of their faith. In other parts of the world, he is known as Rigeart in Gallwech and Eskar among the dwarves. Notably, the dwarves of Ellador interpret Bard more strongly as a war god than his traditional domain of justice. Community leaders and warlords seek his blessing and wisdom to lead their people best, knowing that failure or corruption will incur his vengeful curses. Similarly to the Justice Arken, with whom he shares consciousness, Bard holds his faithful to an exacting standard and offers little room for error. Apathy or ignorance are no excuses for corruption in his eyes, and he calls his people always to seek greater strength of body and character.


== Beliefs==
In addition to his role as commander and lawgiver, Bard acts as a bastion against the wiles of Helskorn and the rest of the Vola. On the surface, this is simply because of the long-standing war between the two Fornoss pantheons, but for Bard, it goes deeper into a personal grudge. During the conflict which led to Svartskra, Bard declared that Helskorn had abused the power entrusted to him by the Eili and led the revolt against the ‘Betrayer’, as Helskorn became called. Furious at this rebellion, Helskorn vowed retribution against Bard and sought ways to undermine him and take his place as commander of both the Eili and Vola. During this centuries-long conflict, a servant of Helskorn called Svol armed Bard’s husband Aedán with the weapon Guðhjarta, which the then-Eili used to attempt to slay Bard. Eilirik legend says that this resulted from a lie from Svol, though the exact reason is unclear. Regardless, after being forced to fight his husband, Bard has never forgiven Helskorn and probably never will.
===Concepts===
====Soldi====
Soldi is perhaps the single most important term in Old Gods, as well as Velheim culture. Every living being has a Soldi, but it is not quite the same as a soul (which is more specifically Sjele). Soldi represents the honor of the bearer, a quota that exists in either having, or not having, and there not being any greys in between. Every person is born with a clean Soldi, regardless of the crimes of their ancestors or parents, and through life, Soldi is affected by nearly every action. Generally speaking, all things that are good uphold Soldi, where/as all things that are morally or ethically bad result in loss of Soldi. Betrayal is the worst kind of Soldi loss, resulting in an instant evaporation of virtue, where-as self-sacrifice is the greatest of Soldi gain, reinstituting even the worst of affected individuals who lost their Soldi long ago due to betrayal. In a sense, Soldi represents the ability of everyone to find redemption and forgiveness, albeit some at a heavier price than others. Soldi is a necessity to travel to Speillørgard, the Old Gods version of the Afterlife. Soldi is in most cases a personal matter, meaning that if a son loses their Soldi, that the parents are unaffected. There is however a practice called Soldi Redda, in which case a family member may take it upon them to restore the Soldi of a person who has lost it, whether they are alive or dead. This frequently occurs for sons to fathers and fathers to sons, and the Old God Worshipers believe that if they can redeem the injustice perpetrated by their relative, that their soul will be saved from the Imellomgard, or the in-between realm, and be permitted to join the others in Speillørgard. Those with exceptional Soldi that goes beyond the basic maintenance and slow accrue of Soldi, become Soldigurd. This is usually reserved for great heroes of mythical deeds, as well as kings, and those who are touched by the Maarda, capable of achieving greater feats, but also greater betrayals.
====Sjele====
Sjele is in the simplest way of putting it, the Old Gods version of a Soul. Unlike other religions however, the Old Gods believers believe that souls exist in two forms, the soul in the Egetgard (what is commonly understood as the real world as perceived by the living), and the soul in the Speillørgard. The two souls always live apart from the moment a child is born, but live in an inverted manner, since Speillørgard is a mirror-realm to Egetgard. For example, if a soul in Egetgard kicks another person, it is believed that the Sjele in Speillørgard is kicked in turn. This is where the concept of Karma comes from, the Old Gods believe that every little thing a person does, is done back to their Sjele in Speillørgard, and vice versa. It is believed that the more a person damages their Soldi until they become outcast, the Soul in Egetgard and the Sjele move further and further apart, until they can no longer become one when the person dies. In such a case, the soul is transported to Imellomgard, while the Sjele in Speillørgard becomes a wandering flame in the valley of forever warmth.  
====Draugr and Gaudr====
Draugr are the restless living, while Gaudr are the wandering dead. The terminology can sometimes be confusing to an outsider, because in Regalia, there is no difference between a Poltergeist and an actual [[Undead]], though the Old Gods worshipers have many unique distinctions. When it concerns Draugr, they are the dead who have come back to life, their body wandering the Helbolwen (or other places) and living as if they were still alive. It is up to the Staargir to put the Draugr to rest, they are also called upon if there is an infestation of Draugr away from Helbolwen, as it is not uncommon for old burial sites to be washed open. The presence of Draugr is a considerable problem in Drixagh, because Velheimers do not burn or behead their dead, like is common practice in all other regions of the Regalian Archipelago due to the Undead problem. To other Regalians, the dead body is just a piece of leftover meat after the soul has passed on, but to the Old Gods worshipers, the dead body is in a way seen as a conduit to the Sjele, from where those still alive can send messages to the dead and sometimes receive messages back through the Valsung. The Old Gods worshipers consider the Undead a relentless problem, because it upsets the balance of the living and dead between Egetgard and Speillørgard. It is believed that if too many Undead or Draugr roam Egetgard, that the two realms will flip upside down, and all chaos will break loose as the living will suddenly be dead, and the dead will be alive. The valleys of Speillørgard will freeze over from the cold, while all life in Egetgard will end, without being able to pass on to the afterlife. This potential event is called Dodarrøs, which is practically synonymous with the apocalypse in Old Gods beliefs. Gaudr on the other hand, are far more benign, even if they can sometimes have streaks of deceit and violence. Gaudr are body-less spirits of the undead, usually left behind due to some unfinished business, their soul unable to merge with their Sjele in Speillørgard. It is up to the Valsung to approach the Gaudr and commune with them, whether they are visible or not, and speak to the living to resolve their business.


===Places===
Although Bard insists that the Eili refrain from directly interfering with mortals, he and the other gods are known to communicate their wills through visions, oracles, and the siring of Godborn. Children born of Bard are called Bardvir and are both blessed and burdened with intense purpose. Some focus their abilities on mundane protection, bringing justice and order through the strength of their sword-arm, while others prevent mages and artifact-holders from abusing their power, becoming Fornoss-centric 'mage-police.'  While some of these Bardvir do join the Aelrrigan Order, their focus on specifically Eilirik ideals of magic while disregarding the magic use of other faiths or cultures often brings them into conflict.
====Speillørgard====
Speillørgard is considered the Old Gods afterlife, or at least the positive version of it where a person can go to live a happy after-life. Speillørgard is describes as a world with endless valleys, one for each Sjele, plus three, one for the Herrehem, one for the Maarda, and one for the Sjele that have dislodged from their souls in Egetgard, and become flames in the valley of forever warmth. It is believed that if a soul arises to Speillørgard with adequate Soldi, that they live in a valley of plenty, where rivers teem with fish, the wildlife is abundant, and the frost of winter is far away. A warm cabin with plenty of mead and good company await. There is even a greater version of these valleys called the Herrehem Himmel, which is roughly located in the sky far above all the valleys. This is where the Herrehem, Maarda, and the Soldigurd come together for the great feasts and boasting sessions where they praise one another’s deeds and live in an eternal feast above the other souls in the valleys below. It is believed that a Soldigurd Sjele can travel between the eternal feast and their valley, content to sit among the gods, but also find the comfort of solitude.
====Imellomgard====
Imellomgard is where the souls of those who lost Soldi during their life go to wander into endless twilight. This realm is described as made of obsidian, endless plains and seas and mountains of obsidian with howling freezing winds, all the snow and particles of the wind made of cutting glass that torture the souls that wander. Souls stuck in Imellomgard are condemned to always wander the endless barren wasteland in search for comfort and warmth that they will never find, occasionally bumping into each other or objects that should remind them of their life, but they can no longer place in memory. It is said in a way that Imellomgard is a torturous hellish existence, this also where the term “Hel” comes from in Velheim language, that was later adopted by the Common language to describe a terrible place or doomed location. The bards who record the tales of Imellomgard are not exactly clear on whether the souls stuck there are aware of what is happening, since often it is described as a place of never-waking or not being able to perceive the passage of time, yet it has also been described as a place where the souls are caught in a cycle of punishment, and as such, the implication is made that they indeed are aware of their endless torture.  


Curiously enough, the Old Gods worshipers acknowledge a concept called “Second Death”, that can only occur to those who are struck in Imellomgard. It is said that the souls wandering Imellomgard can only remain present there for as long as their names are known among the living. It is believed that the moment someone’s name is spoken for the last time, that their soul in the Imellomgard simply vanishes and ceases to exist, or indeed, as if it never existed to begin with at all. Yet, in the spirit of redemption, even a soul that has been removed from existence might be revived in Imellomgard. A name might last part someone’s lips five generations down, and for all intents and purposes experience their Second Death. Then, 200 years later, a Navner finds a lost tome, or written record of the dead, speaking out their name. It is believed that when a Navner speaks out a name of a person who has died centuries ago, that if they were lost in Imellomgard, that they are brought back to life, for as long as the Navner remembers their name.
Instead, the Bardvir often make a surprising team with Thirunvir as a "judge and jailor" for those who offend against Fornoss values. When confronted with a mage or artifact holder potentially abusing their power, the Bardvir tend to take it upon themselves to determine whether they deserve to maintain it. This can be done through consulting with other Bardvir or singlehandedly declaring judgment, though many Bardvir are strong-willed enough to choose the latter. Once judgment is passed, they seek out Thirunvir and join forces to subdue the individual without killing them. Instead, they allow the Thirunvir to absorb or steal the power for themselves, with the caveat that they too are held to the same strict standards of responsibility and morality by the Bardvir.
====Helbolwen====
Death is a very important aspect of Old Gods worship, and caring for the dead is doubly so. For this purpose, Helbolwen are created like necropolises, housing hundreds if not thousands of dead, mummified into alcoves, rowed in tunnels that reach ever deeper underground, usually hewn from stone. Helbolwen frequently are placed near each other, the largest collection of which still actively used in Irvainvik, where the coastal Helbolwen of Himmelgard sits atop a valley flanked by tall jagged mountains. Helbolwen have a central entry room called the Endrerom, where the dead are mummified and prepared for burial by the Staargir, all the while guided from Egetgard to Speillørgard by the song of the Valsung. Beyond the Endrerom is the Fjorarom, which usually contains a pedestal and a statue of Bev, who in a Helbolwen represents the afterlife, usually flanked by a large collection of candles which the Old Gods worshipers use to remember the recently deceased, having carved their name in the candle wax. These candles in and of themselves also represent the hope and will that the name of the dead person is not forgotten. Even if a person’s soul has transferred to Speillørgard, it is believed that the Second Death is a profoundly sad thing, even if it can no longer affect them when they have passed on without issue. Beyond the Fjorarom is the Haardrom, which in itself may extend to further Haardromma, which is where the dead are stored in alcoves. Most of then just wrapped in linens with parting gifts, but also commonly in coffins. Raiding a Helbolwen, or stealing items from it without the approval of the spirits, is considered a grave sacrilige and assured to ruin someone’s Soldi, yet it still happens, especially in Drixagh where life can be hard in the more desolate places.  
===People===
====Navner====
Navner are religious individuals within the Old Gods community. The best way to describe them, is to call them “Those who seek out the names of the forgotten, and bring them back from Second Death”. Some Navner in fact take this duty a step further, and even take it upon them to engage in the practice of Soldi Redda, to save that person from eventual Second Death again (or Third Death in this case) when the Navner forgets their name, and to allow them to rise up to Spellørgard. Navners are not specifically solely a Navner. The act of being a Navner is often combined with being a Valsung, or even a Skorda. Most Navners can be told apart from non-Navners by the bearing of a thick tome attached to a chain on their hip, or a large scroll in a holder on their back. This piece of writing is used to record the names of those who have passed their Second Death, so that the Navner can remember the thousands of names they might encounter while they live, and occasionally recite the names again to stave away Second Death. Navner frequently travel the world, scouring old records in Velheim towns, or even down ruins and forgotten places, hoping to find a shred of names to bring back to life. The act of being a Navner in itself grants Soldi, but it is a decision for life, as those who believe in the Old Gods also value the weight of bearing the potential soul-death of all those people on their shoulders.
====Staargir====
Staargir are a revered and reviled bunch in equal measure by different groups of people. By Regalian Empire terms, they are nothing but soothsayers that claim to know the future. As such, Staargir occupy a very strained position within Regalian Empire lands, though the Velheim greatly appreciate their services and advice. Staargir are chosen from children who are either born blind or become so after a disease or simply from malnutrition. Staargir specifically look frightening since their lips are cut off, while their eyelids are darkened with charcoal dust, all acts done in the belief that it will make them invisible to the Undead who wander the inner halls of the Helbolwen, and it actually seems to work. Their face is often also littered in scars, lines drawn with knives to resemble Old Gods runes to allow them to hear the gods. Finally, they blacken their teeth with charcoal paste also, cutting all hair and dressing head to toe in black. Even if a Staargir is reluctant to become one at an early age, they eventually realize the benefits of having the adoration of the Velheim as well as a position of power for little work. They are provided everything they require by donations from those living near Helbolwen.


The accuracy of Staargir predictions and fortune telling is a hotly debated topic among the Regalian Scholars in particular due to their unusual far-higher average than usual prediction correctness. It is as such believed that their practices through the dead and the soul essence that drifts in these great cities of the dead, somehow has an impact on their ability to perceive events from far away or to predict natural occurrences before they take place simply by reading the world around them through the essences. The dead are tended to by the Staargir, who actually live inside the Helbolwen from where they dispense their fortune and potions to the people when they seek them out among the dead. It is also their job however to put the restless dead back to sleep, the so called Draugr, usually by removing the head and then sewing it back on when they have been returned to their alcove.
On occasion, a Bardvir fails to uphold their intense purpose and ultimately loses Bard’s favor. These fallen are then excluded from Eilirik society, but the Volirik often seek to reclaim them for their power. Their capabilities and strength remain the same, though they may find that any magic they have may change from gold/silver to gold/red. While not impossible for a Bardvir to worship both the Eili and Vola, this is uncommon due to the enduring rivalry between Bard and Helskorn. Those who do successfully worship both, however, are regarded as especially powerful because they are believed to have the favor of both leaders of the gods.
====Valsung====
It is said that the Staargir live in the cities of the dead, while Valsung are the tenders of the restless Spirits. There are two known Helbolwen in the City of Regalia, and many more scattered across the Velheim-populated areas of the world. Valsung in particular can be found on the fringes of Helbolwen, singing the songs of the dead and laments of the dead, or simply standing guard in them or the traveling Staargir. The Valsung sometimes are told to have dyed red hair, and this is only partly true. It is in fact because Valsung sometimes, while singing the laments of the dead, wash their hair with the blood of the recently deceased, because it is believed in allowing them to perceive the lives and stories of those who have died, so that they can sing their name one last time, until they are sent through the mirror of Earth, and sending them to Speillørgard. Valsung and Skorda are very similar, though the bigger difference is that the Valsung pre-occupy the majority of their time talking to the restless Spirits called the Gaudr (and avoiding the Draugr which are the business of the Staargir), and doing only minimal fighting if the interior of a Helbolwen is breached by an invader. The Valsung and the Staargir equally rely on the Skorda to make sure that the invaders never reach the Helbolwen.
====Skorda====
Skorda are religious warriors who protect the Helbolwen, and by extension the Valsung and Staargir, and sometimes also the Sammun. Skorda are more often than not hermits who live on the edges of society, and have taken the charge on them to protect a Helbolwen from incursions, tying their own Soldi to the Helbolwen in particular. If the Helbolwen is never breached during their lifetime, they ascend to Herrehem Himmel in Speillørgard. If however the Helbolwen they protected is breached, their Soldi is destroyed, and they must go on a pilgrimage to secure their honor and justice. Skorda are usually excellent warriors, many of them in history having been blessed with weapons from demi gods and the Maarda to execute their duty. Many Skorda have gone into legends, defending great Helbolwen from invaders, particularly during the Skagger wards and the incursions by [[Gallovians]] and [[Clannadh Alban]] Highlanders. Skorda in particular have a dislike for the Highland Ceardians, still avidly remembering the rampant plundering and wanton destruction left behind by them during the Skagger Wars, and the many Skorda that were lost defending the Helbolwen from looting.


====Sammun====
* Soldi is gained by: Bravery, defending the weak, or resisting unjust laws
Sammun are religious guides and priests for the living, business not related to the dead like the other religious figures of the Old Gods community. The Sammun in particular specialize in soothing the worries and anguish of the living related to earthly and living matters. The most common practice of the Sammun, is to engage in confessions of personal failings, acts against Soldi, and other wrongdoings. It is then the Sammun’s responsibility to provide guidance on how to best make amends for the Soldi loss, or how to best deal with a situation that the person sees no way out of. It is distinctly not the Sammun’s position to tell the living what to do, but rather to equip them with the knowledge and context to make a decision for themselves. Sammun are never part of any noble families, and if they decide to become a Sammun while part of a family, they usually disavow the family and take no name, so as to avoid personal involvement and bias in their position. The worst loss of a Soldi that a Sammun can ever receive, is to betray the confidence of their charge, if they ever reveal the secrets or the statements made by someone seeking guidance. While Sammun do not operate from Helbolwen, and frequently just take those seeking comfort to their home, they do usually hang around a Helbolwen, just because it is a religious nexus from which to seek out all other religious activities.
* Soldi is lost by: Cowardice, apathy, corruption, or abuse of power


==Highland Ceardian Variant==
===Tadhg===
Old Gods as a religion is not unique to the Velheim people. Parts of populations of Highland Ceardian, Breizh, Zvorun, Riklander and Fridurfolk Ailor follow the same faith, just with minor variance in terminology and focus. Zvorun, Riklander and Fridurfolk follow the same variant of Old Gods as the Velheimer do, while Highland Ceardians, Old Ceardians, and Breizh follow the so-called Cellik Old Gods (Old Gods itself translating to Seann Dhiathann, as it is Stor Gudr in Velheim). Here are the notable differences:
Tadhg is the God associated with the cycle of life and death, and he judges souls as they pass into the Afterlife. He is strongly associated with Winter, the element of water, and the shifting shapes found in snowstorms. While the Velheim tend to favor his human shape, referring to him as Otigir, and emphasizing his role as patron of the dead, the Dwarves call him Aelbirg and honor him as the bright-horned Urlan defender against Spirits. The truth is that Tadhg encompasses both forms, changing shape through the seasons and cycles of life.
* Herrehem are instead called Thighearn
* Maarda are instead called Iosalearn
* The Goddess Lensa is called Lenna, and is instead a large moth-woman
* The Goddess Ellmår is called Ella, and is instead a large owl-woman
* The God Basjtur is called Bannor, and is instead a large wolf-man
* The God Mærsjel is called Mannor, and is instead a fox-man
* The God Bev is called Delu
* The Goddess Alu is called Anu
* The God Handrin is caled Hanna
* The Goddess Julvira is called Alvir
* The Maarda do not exist in Cellik Old Gods.
* Soldi, Sjele are called Urram and Arram
* Speillørgard, Imellomgard are called Sgàtantalla and Meadhantalla
* Navner, Staargir, Valsung, Skorda, Sammun are called Ainman, Splechdman, Seinnma, Dìonma, Eìstma
* Helbolwen, Draugr, and Gaudr are called Dachaigh-na-tinn, Corpolc, Corpmath


==Demigods==
In the spring and summer, his role is one of grave keeper and midwife, presiding over the places where life and death mingle together. This form of the deity is often depicted as a formless levitating robe, hovering at the foot of a birth-bed or the head of a death-bed, with the color of his robe used to symbolize the fate of the individual pictured - a silver robe representing death and a blue robe symbolizing life. Doctors and healers pray for him to not take a life before their time and to give them a good death when it comes, while Helvigja and Helharjar perform burial rites and protect their graves from looters. Fornoss graves are often laden with valuable offerings and gifts for the deceased, but it would be a truly desperate individual who would attempt to steal them. If a grave robber escapes without being killed by the Helharjar, the tomb’s Helvigja has the authority to condemn them to "the living death," a type of social banishment in which the offender is steadfastly shunned by their community as though a walking ghost. This is not strictly a capital punishment, leaving that choice up to Tadhg, but it often functions as one when community support is so crucial for survival.
In the Old Gods faith, there exist Demigods, children of the Maarda who in turn were created by the Herrehem. Maarda as extensions of the Herrehem are a representation of those Arch-gods, and as such, their children are imbued with some level of divinity. That being said, these Demigods (commonly also called Tyrva) are still subject to Soldi, and just because they are divine in creation, does not mean they are divine in being. The Old Gods worshipers in fact believe that the Tyrva were born to achieve great things, but if they squander that potential then they lose their Soldi by default, and also lose the privilege of feasting with heroes and gods in Herrehem Himmel. The view of Demigods is controversial in modern times, as the old belief held by Old Gods worshipers was that anyone with abnormal eyes was in some form a Demigod. Indeed, that would include [[Vampires]] and [[Werebeasts]]. Many in the Old Gods community refuse to believe that Vampires and Werebeasts are also demigods, the conflict between believers reaching a boiling point until one of the Maarda, Loyalty, came before the faithful in [[Irvainvik]] in 106 AC, announcing the will of the Herrenhem.  


According to this so-called Compromise of Solmonr, those with Vampire and Werebeast eyes are indeed in the possession of a Demigod soul, but not their own. Instead, the Old Gods believe that what infests the Vampires and Werebeasts is the passed soul of a demigod who could not pass over to Speillørgard, and become a Gaudr which eventually was twisted by their lack of Soldi into malevolence and evil. They have progressed beyond being a Gaudr and Draugr and instead became a Mængr, something that the world should be saved from. That does however still leave the other Demigods. All of these Demigods can be roughly categorized based on the color of their eyes listed below. It is important to note that in order to be classified as a Demigod, a person would need to be born with an abnormal eye-color, they cannot gain it at a later time in life. If they do, then that is considered a Gaudr or Mængr possession, and not true divinity. It is also important to note that just being a Demigod does not make one important to Old Gods worshipers. Old Gods worshipers in fact are trained to treat Demigods just like normal people, until such a time arrives that they achieve something legendary or worthy of respect, at which point they might start singing praises of their divinity. Among the Old Gods worshipers, divinity is not taken or given by birth, but earned through hardship and trials set out by fate and the gods.
The primary function of the Helvigja, however, is in the embalming and interring of the dead. Entombment practices vary greatly across Fornoss territories. Velheim tombs are the most elaborate, great sprawling crypts filled with the bodies of humans and animal companions alike, while Dwarves bury their dead beneath the roots of the mountains with all their finely crafted tools interred with them. In Gallovian lands, the dead are buried standing up with stone cairns stacked around them and mortared together with painted plaster, creating forests of stone not unlike those of the Aelrrigan cairns. Despite these differences, however, all Fornoss burial sites are carefully tended to be pleasant places for both the living and the dead through burning incense, lighting candles, and creating haunting music through an instrument called the singing chalice, a large stone bowl filled with water and played by dragging the fingers around the rim. Legend has it that Tadhg once had a wife who he loved dearly, but she drowned when she was caught in the river, and the god was unable to abandon his duty to rescue her. Although he grieves deeply for his wife, as all mortals do for the loss of their loved ones, he honors her memory by showing her beauty and by standing fast in his duty until his time comes to join her, and so mortals also honor her through beautiful and mournful music.
* Gold eyes with a red limbal ring are believed to be the Demigods from the Union of Fire. They are believed to be prideful, raging, greedy, war-lusting, lustful, slothful and full of anger and yet cooperative and loyal.
* Silver eyes with a blue limbal ring are believed to be the Demigods from the Union of Air. They are believed to be whimsical, merciless, arrogant, righteous, stubborn and yet compassionate and empathetic.
* Purple eyes are believed to be Demigods from the Union of Earth. They are believed to be defensive, pensive and slow to act, tone-deaf to the trouble in the world, yet stronger than all others
* Pale green glowing eyes are believed to be the Demigods from the Union of Water. They are believed to be offensive, quick to act and not to think, too busy getting involved in everything, yet smarter and capable of greater intrigue than all others.  


Note, not all Demigods are automatically those with abnormal eye color. It is in fact very normal for those with normal eye colors to claim to be Demigods, and this is technically not impossible. Most Old Gods worshipers are just unlikely to entertain such notions until they show any sign of heroism or great feat however. It is not unusual for Demigod status to be inserted into family lineage or family history.
In Fornoss beliefs, the entrance to the afterlife is located at the end of the River of Souls, guarded by Tadhg. When a soul passes along the river, Tadhg greets them with a large silver mirror and instructs them to gaze deeply into it. The river’s waters rise up around their feet while the mirror shows visions of their past deeds, both good and bad until the god determines if they have enough honor to reach either afterlife. If their honor was good, the waters recede and Tadhg ferries them along the appropriate branch of the river to Eiliheim or Volaheim, but if bad, the waters rise higher and flow into the mirror, dragging the soul to Imellomgård. It is for this reason that some superstitious Fornoss show unease around mirrors, believing that to gaze too deeply into one can trap your soul inside or that to break one releases dishonored souls back into the world.


==Practices==
When autumn and winter freeze rivers both in this life and the next, Tadhg takes on his second role as spirit guardian. The frozen ground makes burial nigh-impossible during these months, but the cold helps to preserve the bodies until they can be properly interred when the land thaws. Never idle, though, Tadhg spends the colder months relentlessly driving back errant Demons caught out of Volaheim and present in the world of the living. His bright-white glowing horns are said to disintegrate and exorcise lesser demons on contact, while his impressive strength and battle-axe do the rest. However, despite his terrifying power, he is known to be patient and kind to mortals and never turns his wrath against the undeserving.
===Worship===
Worship of the Old Gods is fairly simple and easy to do anywhere. The most common practice is to create a bowl of incense along with dried flowers, herbs and spices, as well as additional food offerings for the great feast in Herrehem Himmel. More complex rituals of worship include the sacrifice of cattle and livestock, as well as the burning of large quantities of grain and fruits. A common way to disturb someone’s luck and favor of the gods, is to deposit rotten food items into their prayer bowls and offerings, so as to offer something bad to the gods, by which punishment is handed to the person who owns the bowl. Personal prayers can also be said to the gods however, usually through meditation, or through drawing Old Gods runes on the body of the worshiper themselves, or to draw them onto others for blessings or protection.
===Rites of Passage===
All Old Gods worshipers go through a Rite of Connection at the age of 15, where they perform a certain ritual depending on the chosen patron god they wish to associate with. Each Rite is different, and each rite must be completed before the age of 20, otherwise they lose Soldi.
* The Rite of Lensa requires the initiate to breathe life where there is none. This one is rather flexible, allowing one to choose bringing life to a barren garden, children in a home that is unlived in, a school that does not know the laughter of children, or a retirement home that does not hear the stories of generations past.  
* The Rite of Ellmår requires the initiate to serve for two years as a Livgardet or Husgardet. Livgardet are the personal guards of jarls and the nobility and other wealthy persons. Husgardet are healing houses of the ill, using herbology and mundane healing principles to cure the ill and give comfort to the dying.
* The Rite of Basjtur requires the initiate to defeat a 3 on 1 duel in the arena of Basjtur, such arenas exist in many cities where Old Gods worshipers live, one even exists in Regalia in Old Town. Those challenged must always be warriors, and must always be older than the one going through the Rite of Passage.
* The Rite of Mærsjel requires the initiate to tame a wild beast. This does not necessarily mean an actual animal, the rite can also involve attaching one’s self to a wild criminal or savage person, and bringing them to discipline and calmness.
* The Rite of Bev requires the initiate to die, and to survive. This does not necessarily mean they actually die, but rather, can also imply near-death experiences, or experiences that would normally kill others but not them, like ingesting lethal amounts of poison, yet surviving. Not many of Bev’s initiates survive the ritual, and it is not a commonly chosen one.
* The Rite of Alu requires the initiate to save the life of someone who is destined to die, in whatever way they can think of, medical, or simply by killing a would be assassin.
* The Rite of Handrin requires the initiate to go on a 2 year information sabbatical that causes them to write a Jovbok, a book of knowing. The book is then presented to the great library of Jokkalan found in the capital of [[Nordskag]]. If the Sammun at this library deem the Jovbok of adequate new information or new theory, the rite is accepted. If not, the person is sent back to start over.
* The Rite of Julvira requires the initiate to travel the five Julvin Gates. These are massive contraptions at the heart of traditional Velheim homelands, each of the five great Heims. The first is [[Old Yervonth]], near Old Ceardia, the second is [[Cain Folkar]] in the [[Cain Kingdoms]], the third is in [[New Yervonth]], which is now the [[Yervonth Kingdom]], the fourth is in the Throatcap Mountains in Drixagh, and the fifth and final gate is in [[Tryllejag]] in the [[North Belt]]. It is believed that once these gates were all connected allowing instant transportation between them, but no longer so, they are just massive inert stone gateways.


===Festivals===
Tadhg is a popular patron among Eilirik exorcists and purists, who invoke his name when performing cleansing rituals. For example, to cleanse a curse, a priest might make the mark of glowing horns on the cursed person's forehead and then the same mark inverted on their forehead. The cursed person sips a strong minty drink, and then the priest drinks the rest to absorb the curse. After a period of sacrifice to Tadhg, the priest is rewarded for their devotion by the curse being cleansed. Similarly, those seeking to fight or exorcise demons running rampant in the world often do so by having a priest consecrate a large bowl of water which they then use to create an icy spear to impale the demons. It is believed that, by using consecrated water, the Spirit’s nature is cleansed and rendered harmless even if it later returns.
* 17th of May represents Freedom day, where all Old Gods worshipers celebrate the freedoms they were given by the Old Gods, and their ability to live the life they want to live, the way they want to live it. It is said that during this day and this day alone, Soldi crimes that are not the worst (like betrayal and grave robbing) are forgiven by the gods. Many do not tempt fate, but still, the 17th of May is a day of dressing up nicely and drinking copious amounts of mead to get very drunk.  
 
* 2nd of April represents the Gladdamat Festival, a festival where Old Gods worshipers bring thanks for food abundance, and celebrate the diversity of Velheim cooking by creating a large collection of dishes from the Old Gods cultures, and offering them up to strangers in the street. It is very common to bake sweets and savory bites, put them in a bag, and hand them out to passer-by’s in the street to enjoy, while telling them a bit about Old Gods cultures cuisine.  
* Soldi is gained by: Respecting and tending to the dead, devotion to duty, or respecting the elderly
* 5th of June is the Øya Festival, where the Old Gods worshipers celebrate the arts of Mærsjel in Music. This is commonly a large music festival where numerous musicians both within the Old Gods and outside of the Old Gods community come together to make music for 24 hours straight, while all the spectators get immensely drunk.
* Soldi is lost by: Desecrating tombs, succumbing to Spirits, or harming children
* 10th of August is the Traldi Festival, wishing for the Union of Air to bring calmness to the sea and the winds, to pray for safety among the sailors and fishers and explorers. This festival is celebrated by wearing bright blue clothing and offering cloud-cakes to travelers and fishers alike, which are made out of white-fish cakes that are steamed with salt and vinegar.  
 
* 11th of November is the Traalbess Festival, wishing for good fortunes to come for the next year, and signalling the final harvest of Ripebær from the highest coldest mountains. This festival is usually celebrated through the eating of berry and fruit rich compote pies, and wearing crowns of dried blueberries and raspberries.  
===Leif===
* 5th of January is the Solstiger Festival, where the Old Gods worshipers celebrate the Maarda and the demigods. Anyone who claims or is known to be a demigod is put on a pedestal where they speak about their experiences and feats on a stage, and the crowd gets to throw cabbages or flowers depending on whether they approve or disapprove. The one with the mosty cabbages is crowned the king of cabbages and will smell for a week of rotten cabbage, while the one with the most flowers becomes the favored god-king for a week who all Velheim are compelled to listen to.  
Fire is known as a common symbol of love and passion in Alorian cultures, with multiple fire deities sharing this theme, and Fornoss is no exception. The god Leif, also known as Criad and Ivang in Gallovia and Ellador, is associated with compassion, love, and change. He represents all forms of love, including physical, emotional, romantic, and platonic love, as he seeks to bring love to all people, saying that a world without warmth is dead. While both Leif and Thirun are associated with fire and the Sun, they differ in that Leif is more strongly connected to the Springtime and the soft light of dusk and dawn, in contrast to Thirun’s Summertime and scorching noonday associations. This leads him also to be connected with the concept of ‘in-betweens’, valuing those who do not fit into societal norms and encouraging them to follow their hearts. He is additionally a patron of parents, caretakers, healers, and the youth.
 
Leif values loyalty, passion, and mercy, but he emphasizes the importance of maintaining a balance and not letting mercy become a weakness. A kind and gentle soul is a treasure to be cherished, but it can easily be abused by others or, worse yet, twisted into neglect - a cruelty in itself. For this reason, Leif encourages open and loving hearts but stresses the need for sound judgment. He values those who strive to make a positive difference in the world and condemns laziness and sloth, believing that they are basking in his warmth without sharing that warmth with others.
 
While some might interpret Leif’s emphasis on loyalty to lovers to be an insistence on monogamy, those familiar with Velheim culture see a nuance to this. Polyamory is common among the Velheim, who see it as spreading Leif’s love further and is completely acceptable to Leif provided all involved are maintaining open and honest communication with each other and are honoring the boundaries that they set. To have multiple additional lovers that a bonded partner knows about and consents to is not considered adultery, while to have a single one that is lied about and non-consensual is. This loyalty extends beyond the physical to include emotional truth as well, encouraging the faithful to always keep their loved one’s well-being in mind.
 
As the God of springtime and love, Leif is also associated with fertility and is often worshipped during festivals at the vernal equinox. These festivals often involve feasting, bonfires, and lovemaking. They are often decorated with golden chains - a common marriage symbol - and are popular occasions for lovers to affirm or reaffirm their commitment to each other. In Gallovian culture, this is often done by weaving colorful strips of cloth with a golden pattern and using it to bind the partners’ hands together in a handfasting ritual, and the Velheim often have matching chain-like tattoos placed on their skin in a permanent declaration of devotion. While sometimes considered to be more stoic than their brethren, Dwarves are no strangers to passion either, pouring their skill, time, and energy into creating finely crafted pieces of golden jewelry that they gift to their partners as a sign of their love.
 
Finally, Leif is known as the god that carries the Sun, Moon, and stars across the sky in his golden chariot. Some legends say that they were gifts to him by an unknown lover which he protects from a great shadowy monster ever in pursuit to devour the light. Others instead claim that they are treasured jewels that he shares with all the world, traveling from place to place so all may bask in their glory. Regardless of their purpose or origin, it is common for the Fornoss to bring him offerings in the form of burning fruits, grains, and other foodstuffs to honor his role in the heavens and provide him with nourishment as he works.
 
* Soldi is gained by: Loyalty to lovers, ambition and drive, or compassion
* Soldi is lost by: Betrayal and adultery, laziness, or cruelty
 
===Dáuw===
The God-king of the Dwarves, Dáuw, holds a revered position among his people. Despite ascending to godhood, he has chosen to remain closely connected with his mortal kinsmen and resides in the Great Chamber of Rammuur in Ellador. This decision stems from his unwavering dedication to his people, refusing to forsake them even as their light begins to fade. Known as Gunthar among the Velheim and Alcreag among the Gallovians, Dáuw was originally a god specific to the Dwarves but has been more recently incorporated into the wider pantheon, with his role varying between cultures. The Ailor often see him as a patron of craftsmen and knights, while the Dwarves revere him as a god of protection, cultural preservation, and justice. It is worth noting that, while the Ailor tend to view Bard as their primary justice-bringer and defender of the faith, the Dwarves often give this role to Dáuw and consider Bard a secondary war god. Dáuw’s symbols include frost-capped mountains, Barrudh runes, stone carvings, and jewelry with precious gems.
 
Before ascending to godhood, Dáuw was a master stone carver responsible for much of Rammuur’s remarkable architecture. His craftsmanship is evident in the intricate pillars and soaring ceilings he crafted out of the solid stone beneath the mountain. As the oldest living dwarf, he is revered as a keeper of memory and a master of numerous crafts, dedicating his time to carving the history and names of dwarves past and present into great stone tablets, which the Dwarves protect with their lives. Even if the Dwarves’ fall may one day become inevitable, Dáuw is committed to fighting the long defeat and standing strong with his people for as long as possible against endless enemies, ensuring that they will not be forgotten even when they fade from the world. This leads him to value mundane craftsmen, believing that their work is more enduring than magical arts and that the short-cut of magic detracts from the skill and soul of mundane crafts. He is especially hostile to iconoclasts and others who destroy cultural treasures, saying that to destroy a people’s art is to destroy part of their soul.
 
In addition to creating beautiful and practical works of art, Dáuw’s faithful show their devotion through efforts to maintain their cultural identity, even when under threat. Simple worship can include speaking one’s own native language, maintaining oral culture and religious tradition, and creating artistic legacies. Those especially devoted may take up the more demanding duties of fighting endless hordes of Spirits and other magical enemies, advocating for favorable laws towards the Dwarves in a world apathetic to them, and rejecting assimilation, even when it would be easier to do so. Finally, Dáuw encourages his followers to maintain courage and good cheer in the face of adversity, believing that succumbing to despair or ill-temper is a form of premature capitulation.
 
* Soldi is gained through: Maintaining oral tradition, protection and defense, dedication to one’s craft
* Soldi is lost through: Cultural assimilation, defeatism, over-reliance on magic
 
===Eirny===
Eirny, the enigmatic Fate-Weaver, is revered across different cultures with names like Sgridona in Gallwech and Irnoma in Barrudh. She is known as the astute scribe and custodian of divine knowledge, and patrons scholars, poets, Andlistari, and librarians. In ancient times, before Svartskra, she held her place as a Vola goddess of divination and the future, communicating with mortals through thunderous proclamations. Even today, seekers of her wisdom scale treacherous mountains amid thunderstorms, shouting their queries into the tempest and deriving answers from the subsequent thunderclaps. This ritual, while accepted among the Eilirik, holds a discomfiting history for some because it was once employed to curry favor with the Vola.
 
Eirny's iconic symbols include stacks of black and gold tomes, alongside her steel pen with a razor-sharp edge. Her role in the pantheon involves meticulously transcribing the names and deeds of mortals within these tomes for perpetuity and judgment. Individuals with high Soldi or Svaldi are inscribed in the illustrious golden books, entrusted to Eirny's esteemed skalds for recitation in the grand halls of Eiliheim. Conversely, those who have transgressed find their names and misdeeds chronicled in her Black Tomes. When a person's honor diminishes too far, Eirny appears wielding a sword fashioned from the edge of her pen. With surgical precision, she divides the honored and dishonored aspects of the soul and issues demands on how to restore honor. Compliance results in the expunging of their misdeeds from the records, while defiance leads to a confrontation at Tadhg's Mirror and the subsequent loss of their soul to Imellomgård, eternally haunted by the realization that their doom could have been averted. Eirny favors individuals with forgiving dispositions and those who acknowledge their errors and strive to rectify them. Conversely, she displays hostility towards the obstinate, the inflexible, and those who harbor needless grievances against those seeking to make things right.
 
Eirny’s philosophy is that all of the present’s questions can be answered by studying the past, that creativity and flexibility are necessary for a sharp mind, and that a genial smile wields a potency akin any weapon. She advocates for ceaseless pursuit of knowledge and the sharing thereof, discouraging its selfish hoarding, and cautions against being marginalized in favor of physical prowess. Instead, she extols the art of concealing a clever mind behind a winsome countenance and covertly accruing influence. Thus, duplicity and subterfuge find validation only in service of a greater good, rather than self-serving ends.
 
* Soldi is gained through: Acquiring and using knowledge, cunning, redemption
* Soldi is lost through: Ignorance, being taken advantage of, obstinance
 
===Halfvel===
Halfvel is revered as the Wolf-Father, the epithet taken from his Gallwech name of Madahar, and called Haldor, the Half-Wolf, in Barrudh. He is the oldest and greatest of all Marken, originating the blessing before it was corrupted into a curse through the malice of an ancient cannibalistic hunter. Many Marken pray to him for strength and control in their condition, particularly in Gallovia where ancient Marken cults led to an increased population of them through birth. Halfvel is most widely known outside of Gallovia as a god that intentionally produces offspring for some fated purpose in service of the faith, giving them his strength but burdening them with duty. These Wolfborn are often pushed into warrior, priestly, or other leadership roles in their communities, but it is equally common for them to act as wandering protectors of Marken and natural spaces across the world.
 
As the undisputed master of the natural world among the Fornoss gods, Halfvel commands all the wild beasts of the forests and mountains, fiercely guarding them as if they were his own kin. Adorned in frosty black fur with piercing blue eyes, he embodies the terror of the icy tundra to those who underestimate its potency. However, despite his formidable presence, he is also a peaceful wild guardian, emphasizing coexistence between humanity and the natural environment rather than encouraging domination or brute force. Those who protect the natural world and respect the cycle of life and death are favored by him, while those that throw off this balance through overharvesting or seeking unnatural long life earn his disdain.
 
One of the notable rituals associated with Halfvel is the Blessing of the Hunt, which takes place over the first kill of each season. A priest accompanies the hunters on their first expedition and, when a beast is taken, they ritually sacrifice it to Halfvel with the prayer “Blood for blood, life for life. The passing of one carries on the next,” before the carcass is placed on the ground to sustain the animal hunters of the forest and fertilize the earth. All further hunts take care to use as much of the beast as possible, always reciting the ritual prayer before spilling its blood. In cities and other urban areas, this can instead take the form of a prayer over a meal before cooking. Autumn hunts and harvest festivals are also commonly dedicated to Halfvel, such as the Gallovian festival Craicbian, in which hunters and survivalists race cross-country in an effort to bring home game for the feast.
 
Specifically Marken-related worship of Halfvel often occurs in groves or natural caves called Briachì, which double as sanctuaries and training grounds for Marken seeking self-control and comraderie. He is known to bless Marken who maintain control of themselves and use their strength honorably, but hates willfully-feral or irresponsible Marken, who often wind up hunted by his faithful. Similarly, though not actively hunted, it is seen as pathetic and dishonorable for a Marken to reject themselves and hide away their strength rather than trying to master it. It is said that Halfvel never blesses without reason, so to reject that gift and scorn the self is a terrible insult to the god.
 
Additionally, Halfvel strongly emphasizes the need for loyalty in community bonds, teaching that no individual is so great or small as to not have a part to play in the whole. As strong as one individual might be, their power is nothing next to the united strength of the group, and even the strongest of hunters depend on the smallest lifeforms to sustain their ecosystem. While an independent mind is to be valued, completely rejecting others is both foolish and selfish because it not only cuts a person off from the skills of their fellow faithful, but limits the good they can do for others. Because these community bonds are so crucial for the strength and balance of the whole, loyalty to one’s family, village, and fellow faithful is paramount.
 
Finally, Halfvel teaches his followers to meet both life and death with dignity because one cannot exist without the other. In life, he acts as an advisor guiding mortals who have lost their way, both literally as a wise beggar resting at crossroads and metaphorically when helping the dishonored right the wrongs written in Eirny’s Black Tomes. In death, he howls the Song of the Dead to the moonlit sky as a final homage to the departed, creating the funeral practice of keening. Oddly enough, this mournful beauty has also entered into the particularly Gallovian art of sad love songs.
 
* Soldi is gained through: Mastering self-control, loyalty to others, protection of beasts and wild spaces
* Soldi is lost through: Rejection of duty, wastefulness, self-pity
 
===Helskorn===
The name of Helskorn is one greatly respected and feared among the Fornoss, with even Eilirik acknowledging his terrible power and even Volirik treading lightly to avoid his wrath. His common name comes from Barrudh due to the Dwarves’ long-standing grudge against the Power Arken, warning others of making deals with the ‘Hel-King.’ Among the Velheim, he is also called Haakon and to the Gallovians is Diabh. This is the origin of the common phrase “Speak of the Devil and he shall appear,” referring to a traditional belief that to speak the gods’ names directly is to draw their attention. This leads some Fornoss worshippers to be wary of using their opposing gods’ names directly, instead preferring various poetic epithets or phrases to pay respect without drawing attention.
 
The apparent contradiction of Helskorn is that he is both a god of domination and of free will. Those outside of Fornoss know him as the Power Arken, but within the faith, he is known as a master of gaining influence over others through charisma, trickery, and promises of reward rather than through force or coercion. This is where his emphasis on free will comes in, as Helskorn considers it a grave insult both to forcibly strip away a person’s autonomy through low tactics like threat or betrayal and for a person to willingly or cheaply give up their free will, whether through thralldom, addictions, toxic relationships, or cowardice. Instead, he values those with strong leadership skills and ability to make their names respected or feared in their own right, as well as being in his service.
 
A common misconception about Helskrom, perhaps perpetuated by Eili propaganda, is that he is innately a cruel, violent, and deceitful god that encourages the worst out of his followers. While it is true that he doesn’t shirk away from cunning or deceit if necessary to gain power, he does not encourage betrayal or cruelty for its own sake. As with the rest of the gods, Helskorn values strength and honor in causes he thinks good, while disdaining the weak, nameless, and petty in equal measure. It is said that to follow Helskorn is a difficult and dangerous prospect because many conquering warlords are said to have appeared before him expecting to be welcomed and were instead rejected for their poor use of power.
 
Because of the fear and infamy surrounding Helskorn in Eilirik circles, which Helskorn seems to revel in and even encourage, there are a number of superstitious rituals associated with averting his gaze. The most prominent of these is Helskorn’s Eye, an amulet of red, gold, and black concentric circles, which are either worn by his worshippers as a sign of devotion or worn by Eilirik to appease him. However, a crucial difference is that his actual worshippers tend to wear their amulets openly, while those engaging only in fear/appeasement acknowledgment keep theirs covered. This is because Helskorn is said to have eyes in many places, including in these amulets, and his worshippers wish to openly have him witness their deeds, while fearful Eilirik wish for his sight to be hidden from them. It is also common for Fornoss worshippers of all schisms to scratch across their forehead with their thumbnail as a ward against evil, believing that the center of the forehead is where the soul resides, a habit that is especially noteworthy among Eilirik upon hearing Helskorn’s name spoken aloud. Finally, because of Helskorn’s self-imposed law of never entering a heart uninvited, some Fornoss have varying superstitions about crossing thresholds or entering homes without permission.
 
* Svaldi is gained through: Strong leadership, charisma, ambition
* Svaldi is lost through: Needless cruelty, being of no repute, showing weakness
 
===Thirun===
Thirun is the master of Magic among the Vola, additionally called Ciniod in Gallwech and Guthbradr in Barrudh, and is especially notable for his hunger for acquiring magical power. While Thirun is the god that gives magic to the Fornoss faithful, he is also known as the one that will steal it away from those he deems unworthy of wielding its power, reclaiming it again for himself. This greed for power, whether through strength, guile, or theft, can be seen both in the efforts of the vigilante Magereaver Society in Eidda and in the more lawful approach of the Thirunvir working alongside Bardvir in Regalia.
 
Similarly to Bard, Thirun creates offspring of a particular Refraction, which are called Thirunvir in contrast to the Catheronborn of Evolism. Although Bard and Thirun often clash with one another, their offspring often make for strong allies and regularly work together to act as ‘mage-police’ among the Fornoss faithful. When these Godborn encounter Mages or artifact-holders, they often take it upon themselves to decide whether or not they are using their power appropriately and, if not, to subdue and steal their power instead. However, even these Thirunvir are not immune to the judgment of the Bardvir and are expected to hold themselves to account as strictly as anyone.
 
As a refraction of the Pride Arken, Thirun is also notable for his emphasis on personal dignity and self-worth, holding his head high and refusing to allow any kind of indignity to sabotage his self-respect. Even his followers who take this example to excess earn his favor, as he considers arrogance a virtue so long as it can be backed up with a strong arm or mind. With this strength to own one’s dignity comes also the strength to make your own choices. Thirun believes strongly in the necessity of personal freedom and favors those with the fire of spirit to turn their wrath against oppressors and any who side with them. Whether this fury burns bright or quietly is of little import, so long as it eventually burns those who deserve it. Meekness and humility are no virtues to Thirun unless they serve as a mask buying time to strike and his words are scathing towards those who are self-effacing, demanding that mortals maintain their dignity and pride even when facing a powerful Void Arken.
 
With this in mind, it is no surprise that Thirun’s wrath is terrible against those who offend against him or his people. He is especially disdainful of those who bend to pressure and abandon their beliefs or principles and is vengeful against those he considers colonisers or of enemy faiths. When a Fornoss Temple or shrine is attacked, it is common to see fiery Thiruvar appear to defend it or seek revenge against those who desecrated it. Although Regalian law treats these Spirits the same as any other, Fornoss worshippers accept or fear them as holy warriors and take care to stay out of their way. While some might think this would lead Fornoss worshippers to become complacent in their defense of temples, many actually take it to mean that their duty to defend their holy places is in fact a duty of mercy. A descrated shrine or Temple is unlikely to go unanswered, but the attackers are much more likely to survive a fight with mortal Fornoss warriors than with immortal Thiruvar Spirits.
 
Worship of Thirun can be done privately through one’s own mastery of magic and efforts to make one's name renowned, but the god also appreciates worship that strokes his ego. Songs of praise are common, though they must never cross into servile flattery, as are festivals of skill performed under the scorching summer sun. Offerings of rich food, fine wine, jewelry and other items of wealth are common gifts for Thirun, though even the poor can still worship him with gifts of food and drink. These gifts are placed inside a ritual brazier and, if accepted, are incinerated with golden flame. If the gift or the giver is deemed unworthy, however, the fire becomes an ominous black flame while still destroying the offering.
 
* Svaldi is gained through: Acquiring magical power, maintaining personal dignity, making a great name for yourself
* Svaldi is lost through: Meekness, lack of discipline, ignoring insult
 
===Aedán===
Aedán is another of the gods who have changed their nature over time, originally being known as the Eili god of the harvest, festivals and plenty, before he abandoned his duty and became a god of art, drunkenness, and revelry among the Vola instead. He is known in Skodje as Hagan and in Barrudh as Orthrin. At first glance, he appears as a strong, handsome, and good-natured man, but deep inside is a gnawing hunger for more and a monstrous ‘something’ seeking to claw its way out. On occasion, this power appears to seep through his skin and eyes, discoloring them with orange and black light, which Aedán seeks to hide through the use of ornate masks and fine clothes. When this doesn’t work, he inevitably turns back to his brew, which in turn increases the corrosive power inside of him.
 
Before taking to his cups, and indeed even since, Aedán was renowned as a masterful prophetic painter with a flair for bright colors and dramatic lighting, and was known to bring visions of the future to his faithful in dreams. However, these dreams were never straightforward and often intentionally vague, as the god enjoyed playing mischief by leading his visions to be misunderstood. In particular, he was known to take devilish pleasure in the story of a person seeking to avoid a fate and, in so doing, bringing about that fate themselves. Aedán’s dreams have become increasingly rare in the modern day, but his diviners still seek his favor and insight by burning psychoactive incense in an effort to catch a glimpse of his prophetic visions.
 
The most obvious of rituals associated with Aedán are simply those that encourage pleasure, creativity, revelry, drunkenness, and the siring of children. This makes his worship surprisingly tolerable even among the Eilirik and non-Fornoss, but like the god, there is a darker undercurrent lurking beneath. For all of this boisterous love of life, there is additionally a desperate craving for power and pleasure that keeps slipping further and further out of reach, forcing the faithful to fight to claw back a fraction of what they once enjoyed. They often attend autumn parties wearing ornate decorative masks and flamboyant finery, making these festivals places of bright color and laughter, but Eilirik find the dead-eyed masks unsettling.
 
Another common practice at these festivals is the tradition of flyting, in which participants take turns playfully insulting each other in a witty or poetic way. The banter goes back and forth until one person takes offense or can no longer come up with a stinging response. Combined with the strong drink, this practice can understandably cause tempers to flare, but there is a strict taboo against fighting over the insults levied during a flyting duel, as the Fornoss believe this betrays a lack of discipline and thick skin necessary for their honor. In addition to airing out tensions and grievances in a non-violent manner, this practice has the benefit of teaching the faithful to be quick-witted and clever with their words.
 
The virtues of Aedán are to live life to the fullest by chasing pleasure and sharing joy with others. He is a remarkably good-natured god and enjoys it when his followers are equally gregarious and amicable because these make for better party guests and hosts. Comics and flirts are better than wallflowers and bores in his eyes, even if that means occasionally looking foolish or being the butt of a joke. While this might appear to be a weakness, Aedán considers a disarming and charming personality to be a useful asset and favors those who join their good-nature with a sharp mind and the creativity to think outside the box.
 
Finally, it is impossible to speak of Aedán without also speaking of Bard. When both were Eili, the two were rarely seen apart as Bard represented the strength and martial power to allow artistic culture to flourish and Aedán represented the prosperity and beauty that gave warriors something worth fighting for. Even the trickery of Svol which led to Aedán attacking Bard with Guðhjarta was not enough to drive a permanent wedge between them. However, while Aedán’s drunkenness and abandonment of his duty first opened up the rift between them, forcing Bard to banish his own husband to Volaheim, it was his rampant adultery that finally drove them apart. For this reason, Bard is known to harbor a deep-seated grudge against Aedán’s offspring, known as Revel-born, while Aedán dismisses the Bardvir as arrogant ascetics. The exact relationship between Aedán and Bard in the present day is unknown, but there are still those who hold out hope that the rift can be healed.
 
* Svaldi is gained through: Creativity, joyfulness, pleasure
* Svaldi is lost through: Boorishness, iconoclasm, aesceticism
 
===Blodrúna===
The goddess Blodrúna is widely feared among the Fornoss as a deity of slaughter and bloodshed, but also honored as a patron of poets and skalds, as she values the artistry and drama of violence as much as the carnage itself. In Gallovian lands, she is called Fiulach and is called Hrafennr among the dwarves. She is primarily worshipped by warriors and war-bards who pray to her for the sharp blades to win glory on the battlefield and the sharp tongues to sing their praises in the halls, creating the storied tradition of blood-feuds and battle-epics which sing of the valor and destruction of those involved.
 
Some of Blodrúna’s most devout followers are called blood-skalds, dangerous warrior-poets who paint their hair and faces with blood as they sing of her glories. Identified by their cloaks of raven and vulture feathers, Fornoss faithful know to give them a wide berth and take pains not to interfere with their practice because, although most do hold to the unspoken rule of not sacrificing the blood of fellow faithful, they know well that the blood-skalds can and will fight those who offend against their goddess. These priests are occasionally called upon to oversee the Crimson Oath - a ritual in which a faithful promises the bloodline of their enemy to Blodrúna in exchange for her strength in cutting them down. However, this Oath is never to made lightly as the goddess is ever-hungry for blood and will always have her sacrifice. If peace is made or the oath-bringer gives up before every single strong-bodied member of their enemy’s bloodline has their blood spilled, their own bloodline will pay the price instead.
 
Although often stereotyped as a simple deity of violence and murder, the faithful of Blodrúna see a deeper nuance. For one thing, the goddess does not encourage mindless and wanton violence without any purpose, but rather seeks to show the strength, skill, and cunning of the fighter as both beautiful and deadly. This does mean that tricks, ambushes, and other dirty fighting tactics are acceptable to Blodrúna, although Ubhan disapproves of them. She abhors violence against noncombatants, the defenseless, and those weaker than yourself, as this is an unworthy expression of her glory, and treats those who spill the blood of the weak as heretics. However, even exactly what is considered worthy blood in the first place is a topic of debate among her followers, with some only sacrificing blood spilled through declared wars or feuds, some placing or rejecting limits on what people or faiths are allowed to be targeted, and some even disagreeing over whether or not human or animal blood is preferable. While Blodrúnites commonly argue and spill blood over whether this follower is a watered-down weakling or bloodthirsty stain upon their faith, Blodrúna herself appears to be too busy reveling in her battles to intervene one way or another, or perhaps the conflict itself is also a form of praise to her.
 
Additionally, it is a common misconception that Blodrúna strictly demands the death of human sacrifices. While sacrifices of wild beasts commonly are killed and their meat burned as offering, the simple act of spilling blood while fighting is also considered acceptable common worship. If the blood of a captured person is offered, this is usually done by wounding them and smearing their blood over an altar, but still allowing them to live and go free afterwards. However, there are certain fanatics that do insist on taking the lives of their sacrifices, a controversial act of devotion even among the Volirik.
 
* Svaldi is gained through: Martial skill, vengeance, showing no fear of death
* Svaldi is lost through: Pacifism, surrender, spilling unworthy blood
 
===Taran===
Taran is a refraction of the Body Arken, also known to the Gallovians as Dreagan and the dwarves as Tyrgar. He is a god of self-love, bodily expression, and perfecting one’s inner and outer self, as well as being associated with the passage of time. From the energy of the child, to the strength of the adult, to the wisdom of the elder, he values the qualities that each stage of life brings and encourages respect for each regardless of physical strength because, like life, physical strength is fleeting. While no person chooses the raw materials they start off with, Taran teaches his followers to shape themselves into the person they want to be, whether through physical bodybuilding or shape-changing, meditation and self-discipline, or the mastery of new skills. Whatever form or goal this takes, seeking the betterment of the self is honorable to Taran.
 
While he is commonly associated with traditional ideals of beauty, Taran goes a step further by emphasizing the attractiveness to the self more than merely appearing attractive to those outside. What exactly this means varies greatly from person to person, with some seeking to make themselves conventionally beautiful, some taking on aspects of birds and beasts as ideals, and still others seeking extreme grotesque modifications to strike terror in others. Even what kind of beauty or perfection a faithful seeks may change over time, as Taran is equal parts restless and ever-shifting as he is creative and flexible.
 
This doesn’t mean that traditional beauty is to be dismissed or never sought after, but that it doesn’t define the inner self. Rather, Taran teaches that beauty is a valuable tool of self-expression and that the standards of others should be made to work for the faithful rather than the other way around. For example, as a shapeshifter, he is known to change his appearance not only to suit his moods but also to achieve his goals, such as appearing beautiful to charm others or appearing plain to slip through a crowd unnoticed. Many of his folktales revolve around the themes of not all being as it appears on the surface, of a sharp mind behind a pretty face, or of a monstrous-looking figure behaving more humanely than the people who shun it.
 
* Svaldi is gained through: Self-mastery, ambition, dignity
* Svaldi is lost through: Rejecting others for their appearance, neglecting oneself, lack of discipline
 
===Ubhan===
Ubhan is known outside of the Fornoss faith as the Arken of Fury, while the Fornoss know him as Rorsten in Skodje and Hirmath in Barrudh. He is the twin brother of Thirun, representing the physical half of Martial and Magic, and is the patron of warriors and berserkers. He values those who know who they are and have the strength to stand up for themselves against adversity while maintaining the flexibility to survive in a changing world. Although this most often comes through his physical strength and skill, he additionally encourages strength and courage in diplomacy, giving his followers the stoutness of heart to not be bullied into submission and the sharpness of mind to ensure a favorable deal.
 
The staunch independence of the Northlands, the righteous vengeance of the Skaggers, and the storied oral tradition of the priests are all aspects of Ubhan, who acts as a guardian of both body and soul. He values honorable fighting, in contrast to Blodrúna, and rejects the use of magic as a crutch that weakens and demeans the warrior’s skill. While many of the Fornoss gods find use for their Magic, Ubhan distrusts it as foreign and maintains that it is never as reliable as the strength of your own arm and steel. This emphasizes another quality of Ubhan - the determination to maintain independent thought and will even if standing alone, which makes him a popular patron among Velheim regionalists.
 
One of the more unusual of Ubhan’s rituals is called the riastrad, a method of riling up the mind and body to prepare for battle. The exact details of the practice vary regionally, with some regions brewing drinks to sharpen the mind and body, while others favor the use of stomping and dancing, and still others seek to receive visions in dreams the night before. Across regions, though, it is common to see Fornoss warriors lined up for battle stretching their bodies into strange shapes and contorting their faces into grotesque grimaces as they loudly chant their praises to Ubhan. The strong rhythm of their chants and the powerful expression of their bodily strength is said to increase the courage, fury, and unity of the fighting force, allowing them to enter a battle-frenzy and fight with the strength of the War Demon, and is an exceptionally terrifying sight for foreign enemies not familiar with the custom.
 
* Svaldi is gained through: Winning duels, independence, courage
* Svaldi is lost through: Avoiding challenges, dishonorable fighting, complacency


==Trivia==
* For as far is remembered, Old Gods was simply called Old Gods. Why they are Old, and not just Gods, is not exactly known.
* There are many correlations between the Avatars and the Gods in Faith of Estel and the Maarda in Old Gods.
* Unlike the Avatars of the Gods however, the Maarda are said to still walk Aloria, with numerous sightings all over the world.
{{Religion}}
{{Religion}}
{{Accreditation
{{Accreditation
|Artists =  
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty, SevenBirds
|Processors =  
|Processors = FireFan96
}}
}}
[[category:Religion]] [[category:Human Religions]]
[[category:Religion]]

Latest revision as of 18:59, 29 October 2024

Fornoss
Religion
PronunciationForn-oss (clear pause between the two).
OriginsPresumed roughly 15,000 years ago.
Deities
Two distinct Pantheons of 6 Gods each.

Fornoss is one of the earliest Religions of the Ailor Race that survived thousands of years of conversion by other religions and attempts to be eradicated by various nations, proving exceptionally resilient. The Fornoss faith has a large following, particularly among Velheim and Gallovian Ailor, though a large number of Urlan, Dwarves, and some Ashaven Eronidas also follow it, meaning it is not limited in scope to just Ailor. Fornoss is sometimes called the Old Gods religion, but this is not historically correct. The Gods are not old from a purely chronological perspective and it is not the oldest religion in Aloria. This term was mostly popularized by the Ailor, who when reviewing only their history, can see Fornoss as the oldest Religion, but when taking the totality of the world's history, Fornoss is a more accurate term, which roughly translates to "ancient us," an homage to its survival through the ages.

Origins

The birthing of the Gods and the founding of the religion are two distinct periods. The birthing of the Gods is a mysterious period perhaps thousands of years before the first followers professed their belief in the Gods, as it is said that the Gods wandered for many ages before finding the people that would recognize their worth. The Fornoss Religion is roughly 15,000 years old, though this has an error margin of about 3,000 years because the proto-Velheim people who were the first Fornoss followers did not have a form of writing at the time. The Religion was founded on a series of islands and part of the mainland of Oldtera (Old Ceardia), where the locals embraced a form of polytheism while most other Ceardian tribes were monotheistic. The Eili offered the faithful escape from the endless bloodshed and Oblation Magic raids under the Elves that terrorized the Oldt Tera shores, fleeing the mainland, and retreating to some island called Aldra, which cannot be found on any modern map. On Aldra however, the Fornoss believers still were not safe, so the Eili contacted the Vola and created The Pact, which joined both Pantheons to the Fornoss believers and the Fornoss people were finally given safety by combining Eili and Vola Magic through the Tadhg Gates that allowed them to transport themselves over long distances and colonize distant lands. For thousands of years, the Fornoss followers spread across the world through the Vaarda Gates, until Svartskra. Presently, Fornoss remains a very large religion even if swathes of its followers have converted to other religions, mostly Unionism.

Core Beliefs

Central Message

The central message of the Fornoss faith is that the faithful are born as creations of the Dragons who, in turn, were blessed by Árn who is a metaphorical representation of the world - a giant tree of life to symbolize all living things - living as children of the elemental Gods. The Eili Gods are those who were chosen and gave the Fornoss faithful progress, while the Vola Gods were those who were forced onto the faithful but gave them power. The living struggle against each other and outside elements while gaining Soldi or Svaldi, currencies of honor, until their death where these currencies are weighed to determine which pantheon their soul belongs to before they pass into the afterlife.

Faith Mechanic

Faith Mechanics are Mechanics that are given for free to every believer of the Religion. For the Ailor people, this only applies to their Dominant faith, and Faith Mechanics are never included in Religious Syncretism. Faith Mechanics are lost when a Character converts away or becomes an agnostic. Faith Mechanics always come in pairs of two, one usable theoretically daily, one only used rarely if ever.

  • Fornoss Faith Mechanic 1: The Fornoss religion is a deeply elementally connected religion that has established ties with the primal elements of the world: fire, water, earth, and wind. The Fornoss faithful can use prayers or faith spells on rune-inscribed surfaces to react with the elements without having Magic themselves. For example, they can write a request for the Gods to open a blocked-off cave entrance in rune-script followed by a prayer, after which the stone blocking the entrance is forced to move by the Earth God. Or, they might inscribe a table with a rune calling on the Fire God to ignite tinder, resulting in a warm flame erupting. The faithful themselves are not using Magic, they are using rune-script to call upon the elements to obey the commands of the Gods. It is notably slower and less efficient than Magic because it requires them to write the request in rune-script.
  • Fornoss Faith Mechanic 2: The Fornoss faithful can call back a person who has passed into the afterlife temporarily if they possess an image (painting, statue, carving) of the person, or know their full real name. In such a case, they must perform the calling of the forerunner ritual, and command the Spirit to hold a specific purpose in line with the Fornoss faith, for example defeating someone who desecrated a religious site. This will manifest the person as a Primal Revenant with a strong inclination to complete the fate for which they were summoned, and if they do, they disappear again. The same Spirit can be summoned multiple times for different fates. Remember, Spirits, even ones from Gods, are still very illegal in the eyes of the law!

Soldi and Svaldi

Soldi and Svaldi are honor currencies that are mostly spiritual, that the faithful gather throughout their life. Small and large actions can increase these individual currencies, but they can also be catastrophically lost or monumentally returned through great events. When a person dies, each of these currencies is weighed and if they reach a certain threshold of either Soldi or Svaldi, they are permitted into the afterlives of the Eili or Vola respectively. A rare occurrence happens when both values are roughly the same, in which both pantheons battle over ownership of a soul, producing a Godsrot Undead while they wait for final judgment. Each God represents a means to gain or lose Soldi or Svaldi, and this currency is mostly decided upon by players to define how pious their character is, but outlined below in short detail:

  • Soldi: is gained in the name of Bard by being brave and just, and lost while being inactive to injustice. It is gained in the name of Tadhg by respecting and putting to rest the dead and lost by being seduced by Demons. It is gained in the name of Leif by showing passion and loyalty to one's lovers and lost by committing treason. It is gained in the name of Dáuw by protecting others and crafting things, and lost by letting society slip into anarchy. It is gained in the name of Eirny by defending the faithful from having their culture and stories erased either by sword or writing them down, and lost by destroying or hiding knowledge. It is gained in the name of Halfvel by protecting the environment and lost by needlessly killing animals.
  • Svaldi: is gained in the name of Helskorn establishing control over others, and lost from being disavowed by others. It is gained in the name of Thirun by achieving great feats or accomplishments or fame and lost by losing Duels. It is gained in the name of Aedán by dedicating feasts and parties to others and making art, and lost by destroying the cultural heritage of anyone. It is gained in the name of Blodrúna by ending a worthy life and writing good poetry, and lost by ending a weak life. It is gained in the name of Taran by making one's self or others beautiful, and lost by neglecting one's own body. It is gained in the name of Ubhan by defeating others in martial combat and succeeding in revenge, and lost by showing cowardice.

Soldi and Svaldi can also be transferred or fought for in the name of others. It is for example possible, that if a person died with low Svaldi and Soldi and thus denied access to any afterlife, their child might begin a quest to restore the honor of their parent, thus allowing them to move from the world in between (essentially being a Spirit/Undead) to an actual afterlife. The Gods are merciless with violations of their virtues and sins but graceful with the time one has to recover from such mistakes. Halfvel always brings warnings of the Black Book fate spun by Eirny before such a person would die.

The Afterlife

The Fornoss faith is somewhat unique in that it has 3 distinct afterlives. Each pantheon has its separate afterlife with different rules and functions, and then there is to so-called land in between which is a cursed land for souls deemed unworthy. The land in between is an endless gray land without emotion and feeling. Souls wander there until their descendants or friends save their honor, or until their name is forgotten and they die one final time. The afterlife for the Eili is called Eiliheim, which is thought to be a perfect garden of forever spring and tranquility, where beautiful music and animals grace the skies and eternal peace is felt. The afterlife for the Vola is called Volaheim, which is thought to be a heat-scorched mountain land of forever summer and humidity, where the earthly delights and pleasures are tingled with endless hedonistic satisfaction. A dying soul can never arrive in both, so most faithful tend to choose which one they would rather reach, and plan their Soldi/Svaldi gain appropriately.

Svartskra

Svartskra is an important event in Fornoss history because it changed how the Gods interacted with mortals and even changed the pantheons themselves. The event itself is historically different to date because both pantheons are cagey about revealing too much information about it out of self-interest. The faithful are aware that both pantheons tell versions of lies to their believers to make themselves appear to be the most righteous in this divine conflict. Svartskra occurred sometime after the large colonization boom that was allowed by the portals created by Tadhg that traversed long distances by partially traveling through Volaheim. There is a general agreement among scholars that the event was caused by a sense of betrayal by the Eili, who felt the Vola had doublecrossed them and taken too much spiritual control over the faithful. Svartskra itself took at least a century to complete, seeing several phases:

  • The Re-arrangement Phase: During this phase, the pantheons themselves were re-arranged due to the internal strife. The Eili Gods Jord of the metallic silence and Gro of the flesh amalgam were expelled from the faith by Bard for having gotten them all in this mess since they were the ones to broker the agreement with the Vola. Elsewhere, Helskorn banished the Vola Gods Flaed of the raging oceans and Aestas the autumn rot for having failed to keep the peace on their end. Both of these pairs of Gods and Goddesses disappeared from the pantheons and much of their lore and knowledge was lost to time, only fragments remaining.
  • The Betrayal Phase: During this phase some decades later, one god of each pantheon switched sides but was forced to do so by their own faithful rather than Bard or Helskorn. Aedán was expelled by the Eili worshipers from the Eili pantheon because of his neglect of his divine duty. Instead of helping the faithful through times of cultural upheaval, he just partied all day long, and so he was welcomed among the Vola. Eirny in turn was expelled by the Vola worshipers from the Vola pantheon because she refused the wroth and spite inflicted on the Eili Gods by the other Vola Gods. She wishes to spend her time recording the fates she was given authority to and thus was welcomed among the Eili for her erudite dedication. At the tail end of this, Tadhg shut all the Volaheim gates, thus inadvertently cutting all Fornoss faithful lands off from instantaneous transportation access, which caused many cultures to fracture.
  • The Silent Phase: During this phase, the conclusion of Svartskra took place nearly a hundred years after it started. The Eili and Vola, after a period that could best be described as a war in heaven, agreed to a formative truce that would make them stop fighting, which resulted in casualties among the mortals mostly. The agreement that was settled, was that the faithful lands would be divided and their power limited to where their name was invoked more. If a certain area had a strong Eili patronage among the faithful, the Eili would hold power there, and if the Vola were invoked often they would hold power there instead. The other pantheon was denied spiritual power in the areas where they were praised less, so the world was essentially divided and the war ended.

The silent phase, however, had yet another unintended side effect: the boundary of authority continued to shift. The Vola would undermine Eili power by causing calamity to strike an area which would cause the locals to invoke their name more in fear or in the hopes of being given more power. The Eili, in turn, had eventual control over any area because peace and prosperity from the calm of their truce would eventually lead to Eili worship overtaking Vola worship which increased in hard times. Both pantheons tried to outsmart each other but ensured a secret war would start where they tried to contest each other's authority through underhanded means. Whatever the situation, both pantheons are desperate not to start an all-out war between them again, and so their refusal to directly interface with one another causes problems for the faithful, especially when they need them to work together but neither side does anything to help.

Gods and Goddesses

Fornoss has a unique pantheon construction in that it has two separate and often conflicting pantheons. The Eili pantheon Gods (in blue and green) are generally seen as morally righteous but deceitful and mindful. The Vola pantheon Gods (in red and orange) are typically seen as cruel and violent but honest and powerful. Followers may choose specific Gods as their patrons or worship all equally. It is also possible to worship either Eili or Vola more than the other, or outright refuse to worship a specific pantheon. Still, generally, a believer can't get the whole core of Fornoss without acknowledging both pantheons and worshiping both.

  • Bard (pronounced Bard) is the god of justice and leader of the Eili. As god of justice, he is responsible for the sense of fairness and the rule of law among the faithful, he also acts as divine judge for those who have transgressed and puts curses on the punished. Bard is partly responsible for the Svartskra, demanding the Eili and Vola Gods disavow each other, and refrain from interacting. He is prayed to, to wish for justice in troubled times, and for clarity to those in power.
  • Tadhg (pronounced ty-g) is the god of life and death and the demon-ward. An afterlife God, he holds the mirror to the dimensions and guides the burial rites. When summer comes heralding the burial of the dead in thawing helbolwen he becomes a formless levitating robe with frozen hands on the mirror. When winter comes heralding the torment of Demons he becomes an Urlan and protects the faithful from wicked schemes, while the dead lie embalmed for the next summer.
  • Leif (pronounced lay-f) is the God of love and change. He teaches the faithful to be kind and affectionate, to show passion to loved ones and care for the needy. He is the patron of parents and caretakers and is depicted with blazing chains as he drags the sun through the sky with the moon following in tow, tied to the sun by a chain of stars. Leif is prayed to for goodwill from others and kindness in one's own heart. He is also conventionally seen as the God of fire and is symbolized by this primal element.
  • Dáuw (pronounced dow) is the God of crafts and protection and the mountains. An earth-element God in symbolism, he represents the wealth and strength of the mountains and soil. He teaches metal forging and casting, the perfection of gem cutting, and the art of trade and commerce. But he also represents the sturdiness of armor and the protection of shields, defending the faithful in their time of need. He is prayed to both for protection from attacks from others and wealth and fortune in work.
  • Eirny (pronounced Er-knee) is the Goddess of fate and sagas. She gave the faithful rune-script still used today and weaves the stories of their lives on rune tomes. Considered a Goddess of literature and records, it is in her name that libraries and scriptoriums are blessed. Eirny appears as a Skyborn Elf bringing with her curiosity to the world to see stories unfold. And for those with low Svaldi or Soldi, she writes Black Tomes to predict their cursed fate if they do not change.
  • Halfvel (pronounced Half-vel) is the God of beasts, the hunt, and his demigod children. Halfvel is prayed to for protection from the wilds, while he also offers guidance while disguised to teach the faithful humility and warn them of Eirny's Black Tomes so they can avert their doom. He is also the only god who intentionally lays with mortals, giving birth to the Halfvel Godborn who call him the Wolf-Father as they are born self-controlling Marken (werewolves) in service of the faith.
  • Helskorn (pronounced Hel-scorn) is the God of power and leader of the Vola pantheon. As god of domination and legacy, he is responsible for the very rebellious and unruly nature of the faithful to being repressed by outside forces, giving them a strong sense of freedom, and desire for fame before time gets the better of them. Helskorn is partly responsible for the Svartskra, demanding the Vola no longer bless the Eili with their aid. He is prayed to for the satiating of lust for power and glory.
  • Thirun (pronounced Tea-ruun) is the God of Magic and vanity from the perfection of skill. The faithful believe him to be the source of all Magic, which is both a personal blessing but also a grave burden that tests the mental fortitude of the mind. Thirun preaches that Magic is a touch of divinity close to Godhood, but that it equally bears a curse on the mind that can quickly reduce a disciplined individual to a loathsome and indolent sloth. He is prayed to for greater Magical power and insight.
  • Aedán(pronounced ai-dan) is the God of culture and party. Aedán was once an Eili God and Bard's husband, but now spends his days and nights drinking with little regard for his duties. Aedán is capable of producing the most soul-rendingly beautiful art and inspires musicians to many instruments and kinds of music. It is said from all the drunken stupors and denial of his godly duty, he is becoming something monstrous that is growing within, and he is cursed knowing the future.
  • Blodrúna (pronounced Blod-ruuna) is the Goddess of poetry and blood, and this makes her a complexity. She inspires the skill of speech and wit of the tongue to the Fornoss bards and skalds but also signifies the weight of the blood in the literal and figurative. She is the beauty of carnage and killing, the elegance of death, and rune-reading from splatters of blood. She demands the weight of blood feuds and blood pacts among the faithful and is the reason most warriors in Fornoss seek a poetic death.
  • Taran (pronounced Tah-ran) is the God of beauty and perfection of the body. He is a Hamr (pronounced hammur) which means shapeshifter. He preaches the beauty in the potential of creation and living form, and the potential of body-sculpting. To some, this is exercise and caretaking of their body, to others, this can mean body modification to the extreme. Taran is prayed to for perfection or beauty, and to manifest someone's inner vision or identity of themselves onto their external appearance.
  • Ubhan: (pronounced Uvan) is the God of war and combat. He is a glorious fury that has challenged many Gods to duels and has never been defeated. When war begins, his name is invoked to be blessed with strength on the battlefield, and fury in negotiations. In the arena, warriors pray to him for victory, and the wounded pray to him to be given the strength to survive and see vengeance for their disgrace. Ubhan is the twin of Thirun, and both represent the opposites of Magic and martial.

Priestly Activities

Fornoss does not have a formal priesthood associated with it because it is a very disorganized religion. What this means is that each valley, each fjord, each town, and each city may have slightly altered folklore. Each priest may tell the legends and folktales of the Gods slightly differently, and some far-removed places from society may even use different names altogether. The lore presented should generally remain consistent, but players are encouraged to embellish details and fill the gaps with their unique spin, and generally speaking, even if it contradicts the views of other Characters, that is just regional variance. While there is no strict hierarchy under a Fornoss version of the Pope, Fornoss does have official religious figures with occupations within wider Fornoss believer societies.

General Priesthood

There is no formal priesthood in Fornoss worship. Any person can at any point in time proclaim themselves a priest and some people do so even just for their own sake. Unlike Unionism, Fornoss priests are not concerned with expanding the flock of believers - they just want to live right by the Gods and help other faithful on that journey, also. It is common for priests to also double as other religious occupations, like Helvigja, or as Knights or even nobles. Priesthood in Fornoss does not impede on anything because there are no requirements. However, it is common practice for anyone who does want to become a priest to at least seek out a mentor to learn the basics of what priests usually do, or say, in certain situations. it's possible to be a self-taught bog priest, but in more urbanized settings, mentorship is common. Mentors hold great importance in the lives of priests, who tend to pick carefully.

Helbolwen & Hel

A Helbolwen (pronounced Hel-bol-when) is not a person but a place, but it bears explaining because the term comes up frequently. A Helbolwen, roughly translated to Hellish Burrow, can best be understood to be a crypt where the Fornoss dead are interred in coffins in the walls, or sometimes when coffins cannot be made simply in holes in the wall as is, the frost keeping them from decaying and slowly mummifying instead. Helbolwen are always built underground or in hills, so they can expanded by digging further down. A Helbolwen always has an entryway that acts as a shrine to Ubhan and the embalming chamber. Helbolwen built in cold places are only accessible during spring and summer, which are the burial seasons. Autumn and winter become so cold that sections of the Helbolwen freeze over, or become inaccessible. As a result, the dead are embalmed in the embalming chambers and kept there until the burial season begins and they are interred. The word "Hel", will also come up frequently. It refers to Volaheim, as Helskorn's name is "born of Hel" in proto-Velheim, and he calls Volaheim Hel himself. The word has, however, become a derogatory term used by Fornoss and non-Fornoss believers to describe something negatively. This is not an insult to the Vola or Helskorn-- if anything he considers it flattery, that his name is invoked in entirely unrelated matters such as "What the Hel is going on here," or "Who in Hel's name are you," both meant to mock who it is being said to, but seen as flattery to Helskorn.

Helvigja

Helvigja (pronounced Hel-vee-gja), roughly translating to death-consecrator, is one of the peripheral priestly occupations that specifically is a member of Tadhg's Mortuary Commune. The Helvigja primarily perform the mortuary rites, in embalming, interring, or otherwise burying the dead. The embalming process is always accompanied by the Song of the Dead, sung throughout the process, and the interring process by at least one Helvigja or their protectors. The Helvigja work does not end with interring however, in general, they keep Helbolwen clean of vermin, and other unwanted inhabitants. In rare cases, they are tasked to end the un-life of an Undead that came back from improper embalming or escaping the land in between. The Helvigja also linger around Helbolwen to provide mourning help to those bereaved by the death of a loved one, either by using Fornoss rituals to summon the visage of the dead or by singing to the grave together.

Helharjar

Helharjar (pronounced Hel-har-yar), roughly translated to Death Warrior, often come paired with the Helvigja and linger around Helbolwen particularly when they are at risk of being attacked or destroyed. Fornoss is the only Religion permitted to bury their dead whole, and their Helbolwen are often filled with gifts for the dead, meaning they are ripe for plundering by grave looters. Helharjar protect not only the Helbolwen itself from looting or desecration, but also the Helvigja themselves, so the embalmers are not the first and last line of defense of such a holy place. The Helharjar also assists the Helvigja with carrying coffins if need be, and frequently stands guard if a Helbolwen is in an active warzone to prevent collateral damage. Helharjar are often partners of Helvigja or end up becoming partners of them, due to their proximity of work and coordination.

Andlistari

Andlistari (pronounced And-lis-tari), roughly translated to "spirit artist," are far more nomadic than the other priestly occupations and travel the wider world with pencil and paper. Andlistari are scribes by nature who record history and events, but more importantly, they record the names and achievements of the dead. In Fornoss faith, it is believed that a person can die twice, once in the physical sense, and a second time when their name is last spoken out loud by someone. As people die, memories of the dead pass on, and eventually there will be no one left to recite the names of the dead, this is where the Andlistari comes in, recording all names, and reciting the names of the dead to the moon before sleep. The Andlistari also serve a secondary function, in that they can make assessments of Soldi or Svaldi of the dead, and help indicate to the bereaved if they should quest to restore honor.

Sagnaflétta

Sagnaflétta (pronounced Sagna-fletta), roughly translated to "weaver of stories," are much like the Andlistari travelers, though it should be said there will be more than enough work for one in Regalia never to travel. Sagnaflétta are scribes like the Andlistari but focus more on the realm of the Gods than Mortals. The Sagnaflétta travel to record oral legends and folklore from the disparate Fornoss faithful around the world and compile them in a grand book of legends and short rhyming stories. Then, they travel to where the Fornoss faithful live in large numbers and host gatherings where they read from the book to discuss the lives of the Gods, the inner conflict and interactions they have with one another, and some of the legendary feats the Gods perform. It is highly encouraged to make up legendary actions and interactions of the Gods by players where that fits within their themes and design.

Expanded Lore

The Expanded Lore section contains additional contextual information about the Fornoss faith. This section provides background information for the lore and is not required reading.

The Arken Matter

One undiscussed matter is the status of Arken among the Gods. The wider world has a scientific understanding of the Arken as some kind of advanced Spirit from a different Dimension, but to the Fornoss, they are Gods, but also not actually. There are five distinct Arken Gods in the pantheons: Bard (who is Justice), Eirny (who is Scripter), Helskorn (who is Power), Thirun (who is Pride), Taran (who is Body), and Ubhan (who is Fury). These Gods share consciousness with the Demon entities known as Arken, but they are distinct entities from these Arken. When one meets an Arken, that Arken has a shared awareness with the God, but they do not act the same and are not responsible for each other's actions. This is called a Refraction, when an entity has a single awareness, but multiple different bodies acting independently, with shared knowledge. Thus, while there is a relation to the Arken, the Gods are distinct entities, and insisting that these Gods are Demons is offensive to Fornoss believers.

Tadhg Gates & Keys

Tadhg Gates are an ongoing concern or delight depending on one's interpretation, to the Fornoss Faithful. What exactly happens when one opens is unclear, especially if Helskorn will allow the portals to open from the other side in Volaheim. There exist Gates on all the major continents where Velheim settlers came to be, from Regalia to Oldtera, to all the landmasses of Southwynd, Northbelt, and even Ellador. All these lands were once connected but now shut off, with their Keys dispersed into the winds. The Keys are Artifacts of Fornoss power, usually weapons, each Key made for a specific Tadhg Gate. There is currently one known Artifact (belonging to the Nordskag Gate) in circulation in Regalia, called Ándlar, though more could arrive in the future as collector items or loot. It is generally accepted, that opening the Tadhg Gates without the necessary protections, preparations, or considerations, is generally an awful idea. Nobody knows exactly what is behind those Gates, and that entering the afterlife as a living person, is generally a bad thing unless given protection by the Vola or Eili Gods.

Expanded Gods Lore

The Expanded Lore section contains additional contextual information about the Fornoss Gods that gives a deeper understanding of their dogma. This section is not necessary to read to get a good understanding of the lore, it just adds more flavor.

Bard

Bard is known as the King of the Eili gods and is well-known even outside of the Fornoss faith. His worship is most prevalent in Velheim lands, where he is considered the firstborn and founder of their faith. In other parts of the world, he is known as Rigeart in Gallwech and Eskar among the dwarves. Notably, the dwarves of Ellador interpret Bard more strongly as a war god than his traditional domain of justice. Community leaders and warlords seek his blessing and wisdom to lead their people best, knowing that failure or corruption will incur his vengeful curses. Similarly to the Justice Arken, with whom he shares consciousness, Bard holds his faithful to an exacting standard and offers little room for error. Apathy or ignorance are no excuses for corruption in his eyes, and he calls his people always to seek greater strength of body and character.

In addition to his role as commander and lawgiver, Bard acts as a bastion against the wiles of Helskorn and the rest of the Vola. On the surface, this is simply because of the long-standing war between the two Fornoss pantheons, but for Bard, it goes deeper into a personal grudge. During the conflict which led to Svartskra, Bard declared that Helskorn had abused the power entrusted to him by the Eili and led the revolt against the ‘Betrayer’, as Helskorn became called. Furious at this rebellion, Helskorn vowed retribution against Bard and sought ways to undermine him and take his place as commander of both the Eili and Vola. During this centuries-long conflict, a servant of Helskorn called Svol armed Bard’s husband Aedán with the weapon Guðhjarta, which the then-Eili used to attempt to slay Bard. Eilirik legend says that this resulted from a lie from Svol, though the exact reason is unclear. Regardless, after being forced to fight his husband, Bard has never forgiven Helskorn and probably never will.

Although Bard insists that the Eili refrain from directly interfering with mortals, he and the other gods are known to communicate their wills through visions, oracles, and the siring of Godborn. Children born of Bard are called Bardvir and are both blessed and burdened with intense purpose. Some focus their abilities on mundane protection, bringing justice and order through the strength of their sword-arm, while others prevent mages and artifact-holders from abusing their power, becoming Fornoss-centric 'mage-police.' While some of these Bardvir do join the Aelrrigan Order, their focus on specifically Eilirik ideals of magic while disregarding the magic use of other faiths or cultures often brings them into conflict.

Instead, the Bardvir often make a surprising team with Thirunvir as a "judge and jailor" for those who offend against Fornoss values. When confronted with a mage or artifact holder potentially abusing their power, the Bardvir tend to take it upon themselves to determine whether they deserve to maintain it. This can be done through consulting with other Bardvir or singlehandedly declaring judgment, though many Bardvir are strong-willed enough to choose the latter. Once judgment is passed, they seek out Thirunvir and join forces to subdue the individual without killing them. Instead, they allow the Thirunvir to absorb or steal the power for themselves, with the caveat that they too are held to the same strict standards of responsibility and morality by the Bardvir.

On occasion, a Bardvir fails to uphold their intense purpose and ultimately loses Bard’s favor. These fallen are then excluded from Eilirik society, but the Volirik often seek to reclaim them for their power. Their capabilities and strength remain the same, though they may find that any magic they have may change from gold/silver to gold/red. While not impossible for a Bardvir to worship both the Eili and Vola, this is uncommon due to the enduring rivalry between Bard and Helskorn. Those who do successfully worship both, however, are regarded as especially powerful because they are believed to have the favor of both leaders of the gods.

  • Soldi is gained by: Bravery, defending the weak, or resisting unjust laws
  • Soldi is lost by: Cowardice, apathy, corruption, or abuse of power

Tadhg

Tadhg is the God associated with the cycle of life and death, and he judges souls as they pass into the Afterlife. He is strongly associated with Winter, the element of water, and the shifting shapes found in snowstorms. While the Velheim tend to favor his human shape, referring to him as Otigir, and emphasizing his role as patron of the dead, the Dwarves call him Aelbirg and honor him as the bright-horned Urlan defender against Spirits. The truth is that Tadhg encompasses both forms, changing shape through the seasons and cycles of life.

In the spring and summer, his role is one of grave keeper and midwife, presiding over the places where life and death mingle together. This form of the deity is often depicted as a formless levitating robe, hovering at the foot of a birth-bed or the head of a death-bed, with the color of his robe used to symbolize the fate of the individual pictured - a silver robe representing death and a blue robe symbolizing life. Doctors and healers pray for him to not take a life before their time and to give them a good death when it comes, while Helvigja and Helharjar perform burial rites and protect their graves from looters. Fornoss graves are often laden with valuable offerings and gifts for the deceased, but it would be a truly desperate individual who would attempt to steal them. If a grave robber escapes without being killed by the Helharjar, the tomb’s Helvigja has the authority to condemn them to "the living death," a type of social banishment in which the offender is steadfastly shunned by their community as though a walking ghost. This is not strictly a capital punishment, leaving that choice up to Tadhg, but it often functions as one when community support is so crucial for survival.

The primary function of the Helvigja, however, is in the embalming and interring of the dead. Entombment practices vary greatly across Fornoss territories. Velheim tombs are the most elaborate, great sprawling crypts filled with the bodies of humans and animal companions alike, while Dwarves bury their dead beneath the roots of the mountains with all their finely crafted tools interred with them. In Gallovian lands, the dead are buried standing up with stone cairns stacked around them and mortared together with painted plaster, creating forests of stone not unlike those of the Aelrrigan cairns. Despite these differences, however, all Fornoss burial sites are carefully tended to be pleasant places for both the living and the dead through burning incense, lighting candles, and creating haunting music through an instrument called the singing chalice, a large stone bowl filled with water and played by dragging the fingers around the rim. Legend has it that Tadhg once had a wife who he loved dearly, but she drowned when she was caught in the river, and the god was unable to abandon his duty to rescue her. Although he grieves deeply for his wife, as all mortals do for the loss of their loved ones, he honors her memory by showing her beauty and by standing fast in his duty until his time comes to join her, and so mortals also honor her through beautiful and mournful music.

In Fornoss beliefs, the entrance to the afterlife is located at the end of the River of Souls, guarded by Tadhg. When a soul passes along the river, Tadhg greets them with a large silver mirror and instructs them to gaze deeply into it. The river’s waters rise up around their feet while the mirror shows visions of their past deeds, both good and bad until the god determines if they have enough honor to reach either afterlife. If their honor was good, the waters recede and Tadhg ferries them along the appropriate branch of the river to Eiliheim or Volaheim, but if bad, the waters rise higher and flow into the mirror, dragging the soul to Imellomgård. It is for this reason that some superstitious Fornoss show unease around mirrors, believing that to gaze too deeply into one can trap your soul inside or that to break one releases dishonored souls back into the world.

When autumn and winter freeze rivers both in this life and the next, Tadhg takes on his second role as spirit guardian. The frozen ground makes burial nigh-impossible during these months, but the cold helps to preserve the bodies until they can be properly interred when the land thaws. Never idle, though, Tadhg spends the colder months relentlessly driving back errant Demons caught out of Volaheim and present in the world of the living. His bright-white glowing horns are said to disintegrate and exorcise lesser demons on contact, while his impressive strength and battle-axe do the rest. However, despite his terrifying power, he is known to be patient and kind to mortals and never turns his wrath against the undeserving.

Tadhg is a popular patron among Eilirik exorcists and purists, who invoke his name when performing cleansing rituals. For example, to cleanse a curse, a priest might make the mark of glowing horns on the cursed person's forehead and then the same mark inverted on their forehead. The cursed person sips a strong minty drink, and then the priest drinks the rest to absorb the curse. After a period of sacrifice to Tadhg, the priest is rewarded for their devotion by the curse being cleansed. Similarly, those seeking to fight or exorcise demons running rampant in the world often do so by having a priest consecrate a large bowl of water which they then use to create an icy spear to impale the demons. It is believed that, by using consecrated water, the Spirit’s nature is cleansed and rendered harmless even if it later returns.

  • Soldi is gained by: Respecting and tending to the dead, devotion to duty, or respecting the elderly
  • Soldi is lost by: Desecrating tombs, succumbing to Spirits, or harming children

Leif

Fire is known as a common symbol of love and passion in Alorian cultures, with multiple fire deities sharing this theme, and Fornoss is no exception. The god Leif, also known as Criad and Ivang in Gallovia and Ellador, is associated with compassion, love, and change. He represents all forms of love, including physical, emotional, romantic, and platonic love, as he seeks to bring love to all people, saying that a world without warmth is dead. While both Leif and Thirun are associated with fire and the Sun, they differ in that Leif is more strongly connected to the Springtime and the soft light of dusk and dawn, in contrast to Thirun’s Summertime and scorching noonday associations. This leads him also to be connected with the concept of ‘in-betweens’, valuing those who do not fit into societal norms and encouraging them to follow their hearts. He is additionally a patron of parents, caretakers, healers, and the youth.

Leif values loyalty, passion, and mercy, but he emphasizes the importance of maintaining a balance and not letting mercy become a weakness. A kind and gentle soul is a treasure to be cherished, but it can easily be abused by others or, worse yet, twisted into neglect - a cruelty in itself. For this reason, Leif encourages open and loving hearts but stresses the need for sound judgment. He values those who strive to make a positive difference in the world and condemns laziness and sloth, believing that they are basking in his warmth without sharing that warmth with others.

While some might interpret Leif’s emphasis on loyalty to lovers to be an insistence on monogamy, those familiar with Velheim culture see a nuance to this. Polyamory is common among the Velheim, who see it as spreading Leif’s love further and is completely acceptable to Leif provided all involved are maintaining open and honest communication with each other and are honoring the boundaries that they set. To have multiple additional lovers that a bonded partner knows about and consents to is not considered adultery, while to have a single one that is lied about and non-consensual is. This loyalty extends beyond the physical to include emotional truth as well, encouraging the faithful to always keep their loved one’s well-being in mind.

As the God of springtime and love, Leif is also associated with fertility and is often worshipped during festivals at the vernal equinox. These festivals often involve feasting, bonfires, and lovemaking. They are often decorated with golden chains - a common marriage symbol - and are popular occasions for lovers to affirm or reaffirm their commitment to each other. In Gallovian culture, this is often done by weaving colorful strips of cloth with a golden pattern and using it to bind the partners’ hands together in a handfasting ritual, and the Velheim often have matching chain-like tattoos placed on their skin in a permanent declaration of devotion. While sometimes considered to be more stoic than their brethren, Dwarves are no strangers to passion either, pouring their skill, time, and energy into creating finely crafted pieces of golden jewelry that they gift to their partners as a sign of their love.

Finally, Leif is known as the god that carries the Sun, Moon, and stars across the sky in his golden chariot. Some legends say that they were gifts to him by an unknown lover which he protects from a great shadowy monster ever in pursuit to devour the light. Others instead claim that they are treasured jewels that he shares with all the world, traveling from place to place so all may bask in their glory. Regardless of their purpose or origin, it is common for the Fornoss to bring him offerings in the form of burning fruits, grains, and other foodstuffs to honor his role in the heavens and provide him with nourishment as he works.

  • Soldi is gained by: Loyalty to lovers, ambition and drive, or compassion
  • Soldi is lost by: Betrayal and adultery, laziness, or cruelty

Dáuw

The God-king of the Dwarves, Dáuw, holds a revered position among his people. Despite ascending to godhood, he has chosen to remain closely connected with his mortal kinsmen and resides in the Great Chamber of Rammuur in Ellador. This decision stems from his unwavering dedication to his people, refusing to forsake them even as their light begins to fade. Known as Gunthar among the Velheim and Alcreag among the Gallovians, Dáuw was originally a god specific to the Dwarves but has been more recently incorporated into the wider pantheon, with his role varying between cultures. The Ailor often see him as a patron of craftsmen and knights, while the Dwarves revere him as a god of protection, cultural preservation, and justice. It is worth noting that, while the Ailor tend to view Bard as their primary justice-bringer and defender of the faith, the Dwarves often give this role to Dáuw and consider Bard a secondary war god. Dáuw’s symbols include frost-capped mountains, Barrudh runes, stone carvings, and jewelry with precious gems.

Before ascending to godhood, Dáuw was a master stone carver responsible for much of Rammuur’s remarkable architecture. His craftsmanship is evident in the intricate pillars and soaring ceilings he crafted out of the solid stone beneath the mountain. As the oldest living dwarf, he is revered as a keeper of memory and a master of numerous crafts, dedicating his time to carving the history and names of dwarves past and present into great stone tablets, which the Dwarves protect with their lives. Even if the Dwarves’ fall may one day become inevitable, Dáuw is committed to fighting the long defeat and standing strong with his people for as long as possible against endless enemies, ensuring that they will not be forgotten even when they fade from the world. This leads him to value mundane craftsmen, believing that their work is more enduring than magical arts and that the short-cut of magic detracts from the skill and soul of mundane crafts. He is especially hostile to iconoclasts and others who destroy cultural treasures, saying that to destroy a people’s art is to destroy part of their soul.

In addition to creating beautiful and practical works of art, Dáuw’s faithful show their devotion through efforts to maintain their cultural identity, even when under threat. Simple worship can include speaking one’s own native language, maintaining oral culture and religious tradition, and creating artistic legacies. Those especially devoted may take up the more demanding duties of fighting endless hordes of Spirits and other magical enemies, advocating for favorable laws towards the Dwarves in a world apathetic to them, and rejecting assimilation, even when it would be easier to do so. Finally, Dáuw encourages his followers to maintain courage and good cheer in the face of adversity, believing that succumbing to despair or ill-temper is a form of premature capitulation.

  • Soldi is gained through: Maintaining oral tradition, protection and defense, dedication to one’s craft
  • Soldi is lost through: Cultural assimilation, defeatism, over-reliance on magic

Eirny

Eirny, the enigmatic Fate-Weaver, is revered across different cultures with names like Sgridona in Gallwech and Irnoma in Barrudh. She is known as the astute scribe and custodian of divine knowledge, and patrons scholars, poets, Andlistari, and librarians. In ancient times, before Svartskra, she held her place as a Vola goddess of divination and the future, communicating with mortals through thunderous proclamations. Even today, seekers of her wisdom scale treacherous mountains amid thunderstorms, shouting their queries into the tempest and deriving answers from the subsequent thunderclaps. This ritual, while accepted among the Eilirik, holds a discomfiting history for some because it was once employed to curry favor with the Vola.

Eirny's iconic symbols include stacks of black and gold tomes, alongside her steel pen with a razor-sharp edge. Her role in the pantheon involves meticulously transcribing the names and deeds of mortals within these tomes for perpetuity and judgment. Individuals with high Soldi or Svaldi are inscribed in the illustrious golden books, entrusted to Eirny's esteemed skalds for recitation in the grand halls of Eiliheim. Conversely, those who have transgressed find their names and misdeeds chronicled in her Black Tomes. When a person's honor diminishes too far, Eirny appears wielding a sword fashioned from the edge of her pen. With surgical precision, she divides the honored and dishonored aspects of the soul and issues demands on how to restore honor. Compliance results in the expunging of their misdeeds from the records, while defiance leads to a confrontation at Tadhg's Mirror and the subsequent loss of their soul to Imellomgård, eternally haunted by the realization that their doom could have been averted. Eirny favors individuals with forgiving dispositions and those who acknowledge their errors and strive to rectify them. Conversely, she displays hostility towards the obstinate, the inflexible, and those who harbor needless grievances against those seeking to make things right.

Eirny’s philosophy is that all of the present’s questions can be answered by studying the past, that creativity and flexibility are necessary for a sharp mind, and that a genial smile wields a potency akin any weapon. She advocates for ceaseless pursuit of knowledge and the sharing thereof, discouraging its selfish hoarding, and cautions against being marginalized in favor of physical prowess. Instead, she extols the art of concealing a clever mind behind a winsome countenance and covertly accruing influence. Thus, duplicity and subterfuge find validation only in service of a greater good, rather than self-serving ends.

  • Soldi is gained through: Acquiring and using knowledge, cunning, redemption
  • Soldi is lost through: Ignorance, being taken advantage of, obstinance

Halfvel

Halfvel is revered as the Wolf-Father, the epithet taken from his Gallwech name of Madahar, and called Haldor, the Half-Wolf, in Barrudh. He is the oldest and greatest of all Marken, originating the blessing before it was corrupted into a curse through the malice of an ancient cannibalistic hunter. Many Marken pray to him for strength and control in their condition, particularly in Gallovia where ancient Marken cults led to an increased population of them through birth. Halfvel is most widely known outside of Gallovia as a god that intentionally produces offspring for some fated purpose in service of the faith, giving them his strength but burdening them with duty. These Wolfborn are often pushed into warrior, priestly, or other leadership roles in their communities, but it is equally common for them to act as wandering protectors of Marken and natural spaces across the world.

As the undisputed master of the natural world among the Fornoss gods, Halfvel commands all the wild beasts of the forests and mountains, fiercely guarding them as if they were his own kin. Adorned in frosty black fur with piercing blue eyes, he embodies the terror of the icy tundra to those who underestimate its potency. However, despite his formidable presence, he is also a peaceful wild guardian, emphasizing coexistence between humanity and the natural environment rather than encouraging domination or brute force. Those who protect the natural world and respect the cycle of life and death are favored by him, while those that throw off this balance through overharvesting or seeking unnatural long life earn his disdain.

One of the notable rituals associated with Halfvel is the Blessing of the Hunt, which takes place over the first kill of each season. A priest accompanies the hunters on their first expedition and, when a beast is taken, they ritually sacrifice it to Halfvel with the prayer “Blood for blood, life for life. The passing of one carries on the next,” before the carcass is placed on the ground to sustain the animal hunters of the forest and fertilize the earth. All further hunts take care to use as much of the beast as possible, always reciting the ritual prayer before spilling its blood. In cities and other urban areas, this can instead take the form of a prayer over a meal before cooking. Autumn hunts and harvest festivals are also commonly dedicated to Halfvel, such as the Gallovian festival Craicbian, in which hunters and survivalists race cross-country in an effort to bring home game for the feast.

Specifically Marken-related worship of Halfvel often occurs in groves or natural caves called Briachì, which double as sanctuaries and training grounds for Marken seeking self-control and comraderie. He is known to bless Marken who maintain control of themselves and use their strength honorably, but hates willfully-feral or irresponsible Marken, who often wind up hunted by his faithful. Similarly, though not actively hunted, it is seen as pathetic and dishonorable for a Marken to reject themselves and hide away their strength rather than trying to master it. It is said that Halfvel never blesses without reason, so to reject that gift and scorn the self is a terrible insult to the god.

Additionally, Halfvel strongly emphasizes the need for loyalty in community bonds, teaching that no individual is so great or small as to not have a part to play in the whole. As strong as one individual might be, their power is nothing next to the united strength of the group, and even the strongest of hunters depend on the smallest lifeforms to sustain their ecosystem. While an independent mind is to be valued, completely rejecting others is both foolish and selfish because it not only cuts a person off from the skills of their fellow faithful, but limits the good they can do for others. Because these community bonds are so crucial for the strength and balance of the whole, loyalty to one’s family, village, and fellow faithful is paramount.

Finally, Halfvel teaches his followers to meet both life and death with dignity because one cannot exist without the other. In life, he acts as an advisor guiding mortals who have lost their way, both literally as a wise beggar resting at crossroads and metaphorically when helping the dishonored right the wrongs written in Eirny’s Black Tomes. In death, he howls the Song of the Dead to the moonlit sky as a final homage to the departed, creating the funeral practice of keening. Oddly enough, this mournful beauty has also entered into the particularly Gallovian art of sad love songs.

  • Soldi is gained through: Mastering self-control, loyalty to others, protection of beasts and wild spaces
  • Soldi is lost through: Rejection of duty, wastefulness, self-pity

Helskorn

The name of Helskorn is one greatly respected and feared among the Fornoss, with even Eilirik acknowledging his terrible power and even Volirik treading lightly to avoid his wrath. His common name comes from Barrudh due to the Dwarves’ long-standing grudge against the Power Arken, warning others of making deals with the ‘Hel-King.’ Among the Velheim, he is also called Haakon and to the Gallovians is Diabh. This is the origin of the common phrase “Speak of the Devil and he shall appear,” referring to a traditional belief that to speak the gods’ names directly is to draw their attention. This leads some Fornoss worshippers to be wary of using their opposing gods’ names directly, instead preferring various poetic epithets or phrases to pay respect without drawing attention.

The apparent contradiction of Helskorn is that he is both a god of domination and of free will. Those outside of Fornoss know him as the Power Arken, but within the faith, he is known as a master of gaining influence over others through charisma, trickery, and promises of reward rather than through force or coercion. This is where his emphasis on free will comes in, as Helskorn considers it a grave insult both to forcibly strip away a person’s autonomy through low tactics like threat or betrayal and for a person to willingly or cheaply give up their free will, whether through thralldom, addictions, toxic relationships, or cowardice. Instead, he values those with strong leadership skills and ability to make their names respected or feared in their own right, as well as being in his service.

A common misconception about Helskrom, perhaps perpetuated by Eili propaganda, is that he is innately a cruel, violent, and deceitful god that encourages the worst out of his followers. While it is true that he doesn’t shirk away from cunning or deceit if necessary to gain power, he does not encourage betrayal or cruelty for its own sake. As with the rest of the gods, Helskorn values strength and honor in causes he thinks good, while disdaining the weak, nameless, and petty in equal measure. It is said that to follow Helskorn is a difficult and dangerous prospect because many conquering warlords are said to have appeared before him expecting to be welcomed and were instead rejected for their poor use of power.

Because of the fear and infamy surrounding Helskorn in Eilirik circles, which Helskorn seems to revel in and even encourage, there are a number of superstitious rituals associated with averting his gaze. The most prominent of these is Helskorn’s Eye, an amulet of red, gold, and black concentric circles, which are either worn by his worshippers as a sign of devotion or worn by Eilirik to appease him. However, a crucial difference is that his actual worshippers tend to wear their amulets openly, while those engaging only in fear/appeasement acknowledgment keep theirs covered. This is because Helskorn is said to have eyes in many places, including in these amulets, and his worshippers wish to openly have him witness their deeds, while fearful Eilirik wish for his sight to be hidden from them. It is also common for Fornoss worshippers of all schisms to scratch across their forehead with their thumbnail as a ward against evil, believing that the center of the forehead is where the soul resides, a habit that is especially noteworthy among Eilirik upon hearing Helskorn’s name spoken aloud. Finally, because of Helskorn’s self-imposed law of never entering a heart uninvited, some Fornoss have varying superstitions about crossing thresholds or entering homes without permission.

  • Svaldi is gained through: Strong leadership, charisma, ambition
  • Svaldi is lost through: Needless cruelty, being of no repute, showing weakness

Thirun

Thirun is the master of Magic among the Vola, additionally called Ciniod in Gallwech and Guthbradr in Barrudh, and is especially notable for his hunger for acquiring magical power. While Thirun is the god that gives magic to the Fornoss faithful, he is also known as the one that will steal it away from those he deems unworthy of wielding its power, reclaiming it again for himself. This greed for power, whether through strength, guile, or theft, can be seen both in the efforts of the vigilante Magereaver Society in Eidda and in the more lawful approach of the Thirunvir working alongside Bardvir in Regalia.

Similarly to Bard, Thirun creates offspring of a particular Refraction, which are called Thirunvir in contrast to the Catheronborn of Evolism. Although Bard and Thirun often clash with one another, their offspring often make for strong allies and regularly work together to act as ‘mage-police’ among the Fornoss faithful. When these Godborn encounter Mages or artifact-holders, they often take it upon themselves to decide whether or not they are using their power appropriately and, if not, to subdue and steal their power instead. However, even these Thirunvir are not immune to the judgment of the Bardvir and are expected to hold themselves to account as strictly as anyone.

As a refraction of the Pride Arken, Thirun is also notable for his emphasis on personal dignity and self-worth, holding his head high and refusing to allow any kind of indignity to sabotage his self-respect. Even his followers who take this example to excess earn his favor, as he considers arrogance a virtue so long as it can be backed up with a strong arm or mind. With this strength to own one’s dignity comes also the strength to make your own choices. Thirun believes strongly in the necessity of personal freedom and favors those with the fire of spirit to turn their wrath against oppressors and any who side with them. Whether this fury burns bright or quietly is of little import, so long as it eventually burns those who deserve it. Meekness and humility are no virtues to Thirun unless they serve as a mask buying time to strike and his words are scathing towards those who are self-effacing, demanding that mortals maintain their dignity and pride even when facing a powerful Void Arken.

With this in mind, it is no surprise that Thirun’s wrath is terrible against those who offend against him or his people. He is especially disdainful of those who bend to pressure and abandon their beliefs or principles and is vengeful against those he considers colonisers or of enemy faiths. When a Fornoss Temple or shrine is attacked, it is common to see fiery Thiruvar appear to defend it or seek revenge against those who desecrated it. Although Regalian law treats these Spirits the same as any other, Fornoss worshippers accept or fear them as holy warriors and take care to stay out of their way. While some might think this would lead Fornoss worshippers to become complacent in their defense of temples, many actually take it to mean that their duty to defend their holy places is in fact a duty of mercy. A descrated shrine or Temple is unlikely to go unanswered, but the attackers are much more likely to survive a fight with mortal Fornoss warriors than with immortal Thiruvar Spirits.

Worship of Thirun can be done privately through one’s own mastery of magic and efforts to make one's name renowned, but the god also appreciates worship that strokes his ego. Songs of praise are common, though they must never cross into servile flattery, as are festivals of skill performed under the scorching summer sun. Offerings of rich food, fine wine, jewelry and other items of wealth are common gifts for Thirun, though even the poor can still worship him with gifts of food and drink. These gifts are placed inside a ritual brazier and, if accepted, are incinerated with golden flame. If the gift or the giver is deemed unworthy, however, the fire becomes an ominous black flame while still destroying the offering.

  • Svaldi is gained through: Acquiring magical power, maintaining personal dignity, making a great name for yourself
  • Svaldi is lost through: Meekness, lack of discipline, ignoring insult

Aedán

Aedán is another of the gods who have changed their nature over time, originally being known as the Eili god of the harvest, festivals and plenty, before he abandoned his duty and became a god of art, drunkenness, and revelry among the Vola instead. He is known in Skodje as Hagan and in Barrudh as Orthrin. At first glance, he appears as a strong, handsome, and good-natured man, but deep inside is a gnawing hunger for more and a monstrous ‘something’ seeking to claw its way out. On occasion, this power appears to seep through his skin and eyes, discoloring them with orange and black light, which Aedán seeks to hide through the use of ornate masks and fine clothes. When this doesn’t work, he inevitably turns back to his brew, which in turn increases the corrosive power inside of him.

Before taking to his cups, and indeed even since, Aedán was renowned as a masterful prophetic painter with a flair for bright colors and dramatic lighting, and was known to bring visions of the future to his faithful in dreams. However, these dreams were never straightforward and often intentionally vague, as the god enjoyed playing mischief by leading his visions to be misunderstood. In particular, he was known to take devilish pleasure in the story of a person seeking to avoid a fate and, in so doing, bringing about that fate themselves. Aedán’s dreams have become increasingly rare in the modern day, but his diviners still seek his favor and insight by burning psychoactive incense in an effort to catch a glimpse of his prophetic visions.

The most obvious of rituals associated with Aedán are simply those that encourage pleasure, creativity, revelry, drunkenness, and the siring of children. This makes his worship surprisingly tolerable even among the Eilirik and non-Fornoss, but like the god, there is a darker undercurrent lurking beneath. For all of this boisterous love of life, there is additionally a desperate craving for power and pleasure that keeps slipping further and further out of reach, forcing the faithful to fight to claw back a fraction of what they once enjoyed. They often attend autumn parties wearing ornate decorative masks and flamboyant finery, making these festivals places of bright color and laughter, but Eilirik find the dead-eyed masks unsettling.

Another common practice at these festivals is the tradition of flyting, in which participants take turns playfully insulting each other in a witty or poetic way. The banter goes back and forth until one person takes offense or can no longer come up with a stinging response. Combined with the strong drink, this practice can understandably cause tempers to flare, but there is a strict taboo against fighting over the insults levied during a flyting duel, as the Fornoss believe this betrays a lack of discipline and thick skin necessary for their honor. In addition to airing out tensions and grievances in a non-violent manner, this practice has the benefit of teaching the faithful to be quick-witted and clever with their words.

The virtues of Aedán are to live life to the fullest by chasing pleasure and sharing joy with others. He is a remarkably good-natured god and enjoys it when his followers are equally gregarious and amicable because these make for better party guests and hosts. Comics and flirts are better than wallflowers and bores in his eyes, even if that means occasionally looking foolish or being the butt of a joke. While this might appear to be a weakness, Aedán considers a disarming and charming personality to be a useful asset and favors those who join their good-nature with a sharp mind and the creativity to think outside the box.

Finally, it is impossible to speak of Aedán without also speaking of Bard. When both were Eili, the two were rarely seen apart as Bard represented the strength and martial power to allow artistic culture to flourish and Aedán represented the prosperity and beauty that gave warriors something worth fighting for. Even the trickery of Svol which led to Aedán attacking Bard with Guðhjarta was not enough to drive a permanent wedge between them. However, while Aedán’s drunkenness and abandonment of his duty first opened up the rift between them, forcing Bard to banish his own husband to Volaheim, it was his rampant adultery that finally drove them apart. For this reason, Bard is known to harbor a deep-seated grudge against Aedán’s offspring, known as Revel-born, while Aedán dismisses the Bardvir as arrogant ascetics. The exact relationship between Aedán and Bard in the present day is unknown, but there are still those who hold out hope that the rift can be healed.

  • Svaldi is gained through: Creativity, joyfulness, pleasure
  • Svaldi is lost through: Boorishness, iconoclasm, aesceticism

Blodrúna

The goddess Blodrúna is widely feared among the Fornoss as a deity of slaughter and bloodshed, but also honored as a patron of poets and skalds, as she values the artistry and drama of violence as much as the carnage itself. In Gallovian lands, she is called Fiulach and is called Hrafennr among the dwarves. She is primarily worshipped by warriors and war-bards who pray to her for the sharp blades to win glory on the battlefield and the sharp tongues to sing their praises in the halls, creating the storied tradition of blood-feuds and battle-epics which sing of the valor and destruction of those involved.

Some of Blodrúna’s most devout followers are called blood-skalds, dangerous warrior-poets who paint their hair and faces with blood as they sing of her glories. Identified by their cloaks of raven and vulture feathers, Fornoss faithful know to give them a wide berth and take pains not to interfere with their practice because, although most do hold to the unspoken rule of not sacrificing the blood of fellow faithful, they know well that the blood-skalds can and will fight those who offend against their goddess. These priests are occasionally called upon to oversee the Crimson Oath - a ritual in which a faithful promises the bloodline of their enemy to Blodrúna in exchange for her strength in cutting them down. However, this Oath is never to made lightly as the goddess is ever-hungry for blood and will always have her sacrifice. If peace is made or the oath-bringer gives up before every single strong-bodied member of their enemy’s bloodline has their blood spilled, their own bloodline will pay the price instead.

Although often stereotyped as a simple deity of violence and murder, the faithful of Blodrúna see a deeper nuance. For one thing, the goddess does not encourage mindless and wanton violence without any purpose, but rather seeks to show the strength, skill, and cunning of the fighter as both beautiful and deadly. This does mean that tricks, ambushes, and other dirty fighting tactics are acceptable to Blodrúna, although Ubhan disapproves of them. She abhors violence against noncombatants, the defenseless, and those weaker than yourself, as this is an unworthy expression of her glory, and treats those who spill the blood of the weak as heretics. However, even exactly what is considered worthy blood in the first place is a topic of debate among her followers, with some only sacrificing blood spilled through declared wars or feuds, some placing or rejecting limits on what people or faiths are allowed to be targeted, and some even disagreeing over whether or not human or animal blood is preferable. While Blodrúnites commonly argue and spill blood over whether this follower is a watered-down weakling or bloodthirsty stain upon their faith, Blodrúna herself appears to be too busy reveling in her battles to intervene one way or another, or perhaps the conflict itself is also a form of praise to her.

Additionally, it is a common misconception that Blodrúna strictly demands the death of human sacrifices. While sacrifices of wild beasts commonly are killed and their meat burned as offering, the simple act of spilling blood while fighting is also considered acceptable common worship. If the blood of a captured person is offered, this is usually done by wounding them and smearing their blood over an altar, but still allowing them to live and go free afterwards. However, there are certain fanatics that do insist on taking the lives of their sacrifices, a controversial act of devotion even among the Volirik.

  • Svaldi is gained through: Martial skill, vengeance, showing no fear of death
  • Svaldi is lost through: Pacifism, surrender, spilling unworthy blood

Taran

Taran is a refraction of the Body Arken, also known to the Gallovians as Dreagan and the dwarves as Tyrgar. He is a god of self-love, bodily expression, and perfecting one’s inner and outer self, as well as being associated with the passage of time. From the energy of the child, to the strength of the adult, to the wisdom of the elder, he values the qualities that each stage of life brings and encourages respect for each regardless of physical strength because, like life, physical strength is fleeting. While no person chooses the raw materials they start off with, Taran teaches his followers to shape themselves into the person they want to be, whether through physical bodybuilding or shape-changing, meditation and self-discipline, or the mastery of new skills. Whatever form or goal this takes, seeking the betterment of the self is honorable to Taran.

While he is commonly associated with traditional ideals of beauty, Taran goes a step further by emphasizing the attractiveness to the self more than merely appearing attractive to those outside. What exactly this means varies greatly from person to person, with some seeking to make themselves conventionally beautiful, some taking on aspects of birds and beasts as ideals, and still others seeking extreme grotesque modifications to strike terror in others. Even what kind of beauty or perfection a faithful seeks may change over time, as Taran is equal parts restless and ever-shifting as he is creative and flexible.

This doesn’t mean that traditional beauty is to be dismissed or never sought after, but that it doesn’t define the inner self. Rather, Taran teaches that beauty is a valuable tool of self-expression and that the standards of others should be made to work for the faithful rather than the other way around. For example, as a shapeshifter, he is known to change his appearance not only to suit his moods but also to achieve his goals, such as appearing beautiful to charm others or appearing plain to slip through a crowd unnoticed. Many of his folktales revolve around the themes of not all being as it appears on the surface, of a sharp mind behind a pretty face, or of a monstrous-looking figure behaving more humanely than the people who shun it.

  • Svaldi is gained through: Self-mastery, ambition, dignity
  • Svaldi is lost through: Rejecting others for their appearance, neglecting oneself, lack of discipline

Ubhan

Ubhan is known outside of the Fornoss faith as the Arken of Fury, while the Fornoss know him as Rorsten in Skodje and Hirmath in Barrudh. He is the twin brother of Thirun, representing the physical half of Martial and Magic, and is the patron of warriors and berserkers. He values those who know who they are and have the strength to stand up for themselves against adversity while maintaining the flexibility to survive in a changing world. Although this most often comes through his physical strength and skill, he additionally encourages strength and courage in diplomacy, giving his followers the stoutness of heart to not be bullied into submission and the sharpness of mind to ensure a favorable deal.

The staunch independence of the Northlands, the righteous vengeance of the Skaggers, and the storied oral tradition of the priests are all aspects of Ubhan, who acts as a guardian of both body and soul. He values honorable fighting, in contrast to Blodrúna, and rejects the use of magic as a crutch that weakens and demeans the warrior’s skill. While many of the Fornoss gods find use for their Magic, Ubhan distrusts it as foreign and maintains that it is never as reliable as the strength of your own arm and steel. This emphasizes another quality of Ubhan - the determination to maintain independent thought and will even if standing alone, which makes him a popular patron among Velheim regionalists.

One of the more unusual of Ubhan’s rituals is called the riastrad, a method of riling up the mind and body to prepare for battle. The exact details of the practice vary regionally, with some regions brewing drinks to sharpen the mind and body, while others favor the use of stomping and dancing, and still others seek to receive visions in dreams the night before. Across regions, though, it is common to see Fornoss warriors lined up for battle stretching their bodies into strange shapes and contorting their faces into grotesque grimaces as they loudly chant their praises to Ubhan. The strong rhythm of their chants and the powerful expression of their bodily strength is said to increase the courage, fury, and unity of the fighting force, allowing them to enter a battle-frenzy and fight with the strength of the War Demon, and is an exceptionally terrifying sight for foreign enemies not familiar with the custom.

  • Svaldi is gained through: Winning duels, independence, courage
  • Svaldi is lost through: Avoiding challenges, dishonorable fighting, complacency

Accreditation
WritersMonMarty, SevenBirds
ArtistsMonMarty
ProcessorsFireFan96
Last EditorMantaRey on 10/29/2024.

» Read more