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{{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 = TBD
|deities = Two distinct Pantheons of 6 Gods each.
|subsects = TBD
|}}
|}}
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==
==Origins==
The origins of the Old Gods religion are somewhat murky, because of intensely conflicting versions. Old Gods as a religion has always lacked an organized hierarchy, and so local communities as well as diasporas do not agree on a common origin tale. While many Regalians consider Old Gods synonymous with the Velheim culture, they actually are not, and there are more Ceardians who worship Old Gods under the Cellik variant than there are Velheim Old Gods worshipers. Old Gods reaches beyond these cultures however, with Zvorun, Tarkkin and Dunbrae all having slight variations on the same ideology. All Old Gods worshipers agree that their faith started on the island of Yervonth (called Jerl in old Velheim) however they all disagree with what happened after. Cellik and Velheim Old Gods however are the two largest denominations controlling around 80% of the total worshiper population, and as such, their version is generally accepted as common dogma. Cellik and Velheim Old Gods doctrine claims that when the menace from the west (Nelfin slavers) arrived on the shores of Ceardia, that a group of Pagan Gods created a pantheon together and spirited large communities away from the Ceardian continent, harboring them in safety on the Yervonth island. From here, Old Gods would continue to spread over the world with migration waves, however the further they went, the more their doctrine was changed by local variations and changes. Unlike Unionism, Old Gods never underwent any major cataclysmic changes or schisms. As such, this page will treat the average understanding of Old Gods as fact, though minor local variations like changing a God's name or patron identity is permissible.  
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.


==Core Identity==
==Core Beliefs==
Old Gods is a religion that developed out of the old concept of Ailor Paganism in Ceardia, which was a polytheistic religion with a theoretical infinite amount of gods. Old Gods as a religion reformed this principle, attaching itself to the tangible gods that the people could see and interact with, and then centralized religion to them. Old Gods as a religion is centered around the concepts of Honor of the Soul, which is similar to Asaredu, but not strictly bound to combat honor alone, rather to the purity of one's soul as understood through the lens of behavior, actions, and things said. Old Gods worshipers refer to the Honor of the Soul as Soldi. It is actually a common misconception to think that Old Gods worshipers refer to their own religion as Old Gods. This is incorrect, because the term Old Gods was used by Unionists to refer to the faith that was largely replaced in the Archipelago by Unionism. Old Gods is actually referred to as Sjelbyrd by Velheimers or Selbarad by Cellik Old Gods worshipers. Because Ailor kind however has so many varied cultures, and because so few of them still worship the Old Gods, the term Old Gods has simply become commonly used, even by Velheimers when they speak Common.
===Central Message===
===Tenets===
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.
* '''Bravery:''' Soldi is gained with bravery, to fight against foes that overwhelm and overpower, to seek out challenges that bring glory and honor to one's family name, and to generally not show cowardice. Soldi is lost by showing cowardice and shirking from one's duties. One must always accept challenges, even if they could result in death or infamy. One must always commit to one's decisions.
===Faith Mechanic===
* '''Wroth:''' Soldi is not strictly gained by being mean or violent, but rather by the idea that one should never give up or simply let things happen that one does not want to happen. Inversely, Soldi is lost by simply being meek and weak and letting events transpire without affecting them. One must never shirk from duties, or show weakness when strength and power are demanded by the public eye.  
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.  
* '''Pleasure:''' The matter of chasteness versus pleasure is not really a matter that demands any Soldi satisfaction. Old Gods worshipers just don't really believe in chastity. That being said, dishonesty and deceit to one's lovers and spouse(s) results in loss of Soldi. One must always remain honest and truthful to those who one spends their life with, and afford them respect as if they are gods themselves.
* '''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.  
* '''Vengeful:''' Soldi is gained by settling scores, Soldi is lost by letting a vendetta or nemesis simply walk all over one's self. Old Gods worshipers declare Motsaga against a person to declare them their enemy with scores to settle. The Old Gods worshipers came up with the saying "An eye for an eye". If another person is not strong enough to settle their scores, one can offer to do it for them, for Soldi's sake.
* '''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!
* '''Greed:''' Soldi is not specifically gained or lost while being charitable or greedy, but Old Gods as a religion generally rewards those who attain and retain the power to seize what they want and be merciful with what they have, but shows little favor on those too weak to make their own destiny. Greed over finances is however not encouraged. Old God worshipers should put little value in money, and more in possessions.
 
* '''Honest:''' Soldi is lost with deceit and lying, though not specifically while withholding information. Old Gods religion has a concept of "white-lies", and only punishes those who tell lies for explicit personal gain or to prevent danger to self (which they must be brave to face). White lies are acceptable if they prevent someone else from losing Soldi, or make everyone happier and easier off in the long run.
===Soldi and Svaldi===
* '''Pride:''' Soldi is gained when others are aware of how great a person is, and Soldi is lost if a person is forgettable and irrelevant in the scope of history. Old Gods worshipers should endeavor to make sure their skills and talents are always known to others. One should never have paintings or statues made of one's self however. Artistic vanity is considered taboo, one can only accept such gifts made by others.
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:
* '''Respect:''' A very important aspect of Old Gods worship is the acknowledgement of respect. While one must be proud of one's self, one must always deeply respect the skills of others, and pay homage to those who are simply better (even if they deserve a challenge here and there). One should never ever pretend like even one's enemies have no qualities or respect worthy aspects about them and one must vocalize them without spite.
* '''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.  
* '''Soldi:''' The most important aspect of Old Gods is Soldi, which is like a currency of Honor. There is no strict numerical minimum or maximum, but being accused of being without Soldi is the worst insult to levy against an Old Gods worshiper, one that they believe condemns their soul. When someone's Soldi is lost, it is possible for relatives or friends to try and reclaim Soldi for that person by attributing their deeds to them.
* '''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.
* '''Loyalty:''' A very important aspect of Old Gods is loyalty, which can mean loyalty to family, to lovers, to one's overlord, one's ruler, or just the gods. Vows of loyalty are taken very seriously, and breaking one is considered a great way to lose all Soldi instantly. In the Regalian context, this usually means loyalty to the Gods, but also loyalty to one's Duke or Emperor depending on one's position.
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.  
===Beliefs===
===The Afterlife===
* '''Narrative:''' In Old Gods beliefs, the world is one giant proving grounds for all living things (even wild animals) to prove the value of their soul and prevent loss of Soldi until they die. While all living things are born with Soldi, the effects of evil causes them to commit sins. Sins causing a loss of Soldi are a person's soul showing weakness and thus not having the right to pass into the afterlife. Old Gods dictates that while bodies are made by the gods, and Dragons create a kindling of a soul, that ultimately a soul's development, nurturing, and aging, is entirely up to the person themselves. When a person dies and their soul has enough Soldi they pass into the afterlife or the Valley of Life, which is an idealized version of life with drinking, feasting, and fun. When a person who passes into the Valley of Life also has a hero or legendary status soul through some great achievement or fame in life, they go to the Valley of Legends, which is an upgraded version of this afterlife where their every whim is satisfied. In case a soul is deemed without Soldi, they are condemned to the Mirror world, where the soul wanders for eternity on the salt-flats without color, smell or sound as penance. It is said that some souls have such evil in their hears that they escape the Mirror world, and become Undead in the real world. This is why Old Gods worshipers have such a negative view of Undead who were Old Gods worshipers in a prior life, but are apathetic to Undead from other religions.  
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.  
* '''Canon Evil:''' Canon Evil in Old Gods is called Demons, which takes similar origins as Unionism, but has a more flexible interpretation. On one hand, Old Gods worshipers do acknowledge Demons from the Void, Exist, and Bintaar as evil with corrupting intentions. They refer to them as Betrayers, with one particular Demon called The Great Betrayer being the worst, which scholars believe to be the Arken of Power. Demons seduce people into doing things that ruins their Soldi with promises of power, fame and legend. On the other hand, Old Gods worshipers acknowledge the evil in mortals as a far more realistic source of bad things in life. It is said that the Gods and Dragons made a pact, with the Gods making the bodies of Ailor-kind, and the Dragons providing the breath of life, which would create a seedling of a soul. However, as life develops, the person who the soul belongs to creates the expressions, actions and feelings of the soul themselves as it grows over time, and that evil is simply the person being too weak to hold onto virtues in life and engaging in sin. As such, evil can neatly be defined as either Demons inducing weakness in otherwise strong people, or weakness just existing in a soul because the person themselves are weak.  
===Svartskra===
* '''Identity:''' Old Gods dogma has no explicit gender, sex, sexual orientation or gender-identity bias, though it has an implicit male-bias. While any Old Gods worshiper will claim that all genders and sexes are equally fair in their religion, traditional male-coded masculinity takes a unique place that discolors a lot of the nuance about gender. Strong, masculine and emotionless are framed as virtues for men living by the examples of their gods, and so Old Gods society can come across as publicly egalitarian, but having hidden masculine preferences under the surface.
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:
* '''Conversion:''' Old Gods as a religion does not require preaching or spreading through missionaries, which is usually a practice reserved for Faith of Estel and Unionism, though to say it is without violent impression is false. Among Old Gods worshipers, holy wars can rage between two distinct populations over small denominational ideals (some as ridiculous as the believed hair color of a god), but bigger conflicts arise with other religions. Old Gods worshipers in general are very intolerant to other religions mostly born out of necessity, because disloyalty to the gods (for example by converting from Old Gods to Unionism) means a complete loss of Soldi and thus a soul being condemned to the Mirror world. Old Gods worshipers have been known to force their faith at the end of a sword and axe, especially in the far north where they are in the majority. Old Gods worshipers also frequently deface religious symbols of other faiths or engage in desecration of holy sites.
* '''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.  
* '''Sins & Taboo:''' The worst cases of sinning and taboo for Old Gods are disloyalty to god, family and one's leaders, backstabbing, betrayal, deceit for greed's sake, and refusing a challenge of honor or duel of honor and abiding by cowardice. Never does a single sin or transgression cause Soldi to be lost fully, it is more like a currency that slowly leaks away, however repeat offenses do cause eventual loss of Soldi altogether. Old Gods does not really have a central body of priests to condemn a person, but generally speaking, Old Gods communities have a very communal sense of expelling a member when they believe their Soldi to be too far gone.  
* '''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==
==Gods and Goddesses==
TBD
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.
===Arne, Father of All===
<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:Treeaaaa.png|220px|thumb|left]]
File:Xxxxaauhynew canvasujtrjytg.png|''Tadhg, God of life and death and the afterlife who wards away Demons.''
|Arne is a non-humanoid non-physical representation of divinity in Old Gods. In Old Gods doctrine, it is believed that before Ailorkind was born, there was Arne, the tree of Life, that stood in a world that was already alive with plant life and wild life. Old Gods doctrine never made any claims on how the world or reality actually started, but implied that other religions are valid (to a degree) because they refer to the "Old World", where-as the world in which Old Gods exists now is the "New World". Simpler put, Old Gods acknowledges other religions and beliefs that pre-date itself as legitimate within their time-frame, but claims that with the birth of Old Gods, those religions or beliefs became invalid for Ailor, and that Old Gods is the only valid truth. This does mean that Old Gods is a mostly Ailor-centric religion, though more recently Url have also started following the religion (or continued following post-symbiosis). This causes particular conflict with Unionists. While Old Gods believers claim that the Everwatcher probably is real, they consider the faith false, because it induces its followers to engage in actions that cause them to lose Soldi and be condemned to the Mirror World.
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.
 
<gallery mode="packed-overlay" widths="220px" heights="309px">
File:Untitled Artworkraaaddd.png|''Helskorn, God of power and leader of the Vola in opposition to the Eili.''
File:Hghhuntitled artwork 5.png|''Thirun, God of magic and vanity who grants the faithful the Arcane gift.''
File:New Canvasgfhdhfdhgdfjhfgh.png|''Aedán, God of culture and art who creates the unending feasts.''
File:New Canvasghredghretd.png|''Blodrúna, Goddess of poetry and carnage who bathes in blood.''
File:Hsaaablackmanlaying.png|''Taran, God of beauty and time who glorifies even mortal bodies.''
File:Aaygddpridedemon.png|''Ubhan, God of war and combat and undefeated in martial dueling.''
</gallery>
* '''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.


Arne stood in Old Ceardia for many centuries, until he communed with Dragons (who are not considered divine, rather just really powerful entities of legend), and developed a voice. With his voice, he spoke to fauna and flora, and with them approaching his roots, his mind expanded. With expansion came his desire to create his own life, and so with each new animal or event around Arne that he became aware of, a new god or goddess was born, creating the traditional pantheon by willing them into existence, which in turn caused them to create the Ailor Race. Arne is not worshiped however, because while he is the Tree of Life, he is seen more as a means to an end, and when all the Gods were born, he went into a lifeless slumber that created the afterlife in his dreams. As such, worshiping him is like worshiping the afterlife, which Old Gods worshipers consider strange at best. He is however occasionally still referred to as the father of all the Old Gods pantheon, and the Tree of Life remains an important symbol in Old Gods, even if Arne is nowhere near as important as the Everwatcher in Unionism and is only given lip service. Arne's physical body is believed to have perished with the destruction of Ceardia, however this didn't spell disaster, as it is believed that his spirit and dreams (and thus the afterlife) live on even without his physical form. 
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.
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===Bev, Mirror of Life===
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|Bev is the third son of Arne, and was born when a deer mother died beneath the branches of the Tree of Life, its younglings following her soon after following their abandonment. Bev is depicted as a figure shrouded in a large funeral cloth, the edges engraved with Old Gods runes that glow blue. Bev's face and body are always shrouded in darkness, save for his hands and long sharp nails that are porcelain white, clasping onto the Mirror of Life. Bev is always depicted resting his hands on the edge of the Mirror, holding it up, and thus also representing the afterlife. Bev is considered a softspoken and kind god, but one who always performs the thankless task of sending souls on to the afterlife, judging them for the Valley or the Mirror World.  


Bev is the God of the dead, the afterlife, judgement, solitude, serenity, and mourning. Bev is the most important to those who care for the dead in the Old Gods religion, as his Song of the Dead is written in Old Gods script on his funeral cloth. It is said that Bev holds up the prison of the Soldi-less dead, the Mirror World, and should he ever let go of the mirror, it will shatter, setting free all the Soldi-less dead and causing a terrible undead cataclysm to occur in Aloria. Bev is the husband of Hel, but always doomed never to hold her in embrace, not only because he must hold up the Mirror, but also because he can never leave the water, and Hel can never enter the water, condemned to dance upon it. There is a subtext implied that Bev intentionally hides away in the water, believing that Hel's anguish for him would cause her to clumsily knock the mirror away and thus initiate the end of the world if she were ever to embrace him.
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.


Bev's shrines are commonly built inside the Helbolwen, or the Crypts of the Old Gods religion. These usually feature a statue in his likeness with a mirror, and hundreds of candles arranged all around him that are perpetually replaced and kept lit to remember the dead. Bev is called upon by the singers of the dead and those who have learned to commune with the dead, asking for his permission to call forth their soul or their essence to speak with. Bev also judges souls both for the dead and the living, and is frequently prayed to for a sign to say if someone's Soldi is damaged or pure. Bev's cult is called the Staargir Cult, which are funerary priests that travel the land and are blinded either by removal of the eyes or by blindfold, who are rumored to be able to see dead souls wander the world in their blindness. The Staargir enter Helbolwen where outbreaks of violent Undead terrorize the locals (as the living may not enter the inner Helbolwen), purging the Undead and forcing them back into their crypts.
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.
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===Hel, Dancer of Death===
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|Hel is the first daughter of Arne, and was born when the river banks around the Tree of Life flooded and touched the bark of its base, washing higher and higher and pushing all manner of animals up into the cracks to escape the flow. Hel is depicted as a lithe woman with all manner of facial tattoos and a body or dress made out of ocean waves, in a constant state of torrent and flow. She herself dances with fluid movements like the washing of waves on a beach shore, directing the flow of oceans. She is considered cruel and whimsical, bringing forth good waves and calm oceans or terrible typhoons and unending rainfall that chokes out the crops. Hel is the wife of Bev, however they are destined to forever be apart, with Hel only ever able to dance on the surface of the water, and Bev living beneath the surface of the water, only ever able to see each other and never touch.  


Hel is the goddess of protection from the waves, first prayed to for a safe journey by sailors, and a safe return of loved ones for those left behind on the shores. Hel's fury or misery can be felt in the waves crashing on the coast. As such, she is sometimes also seen as the goddess of misery, unrequited love, and abandonment. She is generally seen as not necessarily malicious, but having an anguish and loneliness that can never be answered, causing her to inflict said grief and misery on other married couples by taking sailors into the deeps as she dances in the typhoons.  
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.


Hel's shrines are always built on the cliffsides overlooking rough oceans, the more gloom and dangerous the better. Worship to Hel is far less material, that is to say, she is not given physical offerings, but company and performance. It is common for those wishing for a safe return of their loved ones at sea to do the sea-dance in front of Hel shrines, or to sing the song of the wayward lover, a melancholic song aching for the return of a loved one and begging Hel not to inflict her anguish onto them. In terms of life and death, Hel is considered the goddess who takes lives, and divines the fate of all Old Gods worshipers, to know when it is their time to die and send their souls to Bev. Hel's cult is called the Sea-dancers, which are all exclusively water Mages who join on large fleets, trying to contain the anger of Hel during great storms at sea to protect ships by dancing to her while bending Magic to keep water off the decks.
* Svaldi is gained through: Creativity, joyfulness, pleasure
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* Svaldi is lost through: Boorishness, iconoclasm, aesceticism
===Adal, Prince of Forgiving===
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|Adal is the son of Bard, and was born when Bard's anger and rage caused a thunderstorm so severe that the lightning cut two branches off the Tree of Life. Adal is always depicted as an athletic male with dreads, glowing Velheim tattoos and dismembered arms, the stumps cauterized with gold, and the arms replaced with lightning. Adal is said to be forgiving and merciful, one who is frequently found to act as enforcer of laws or police among the Gods and their petty squabbles. While Adal acts as law-keeper, his forgiving and conceding attitude means he usually ends up solving nothing because he never puts his foot down. His cut off arms replaced with lightning are sometimes an analogy for the Tree of Life's ruptured branches, but is sometimes also an analogy for Bard having cut off his arms in a rage.


Adal is the god of giving aid and help, conceding, forgiving, holding no grudges and calmness of mind, an ironic thematic contrast to his lightning powers. He is the lord over thunder and controls the great lightning storms around the world. Adal is the twin brother of Odal, who he feels eternally remorseful for. Adal is on an eternal search of Odal to try and convince him to return to the pantheon proper in harmony with the other gods, but he always ends up conceding to Odal when they do meet, and no change occurs. Adal is both a god that encourages the Old Gods worshipers to kindness, while also warning them that forgiveness (while a virtue) does not help anyone if practiced all the time.  
===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.


Adal's shrines are usually built high on mountains with lighting rods of copper where they can conduct the lightning down to the altar. The altar is usually filled with bottles with Celectic gas, a substance that is able to store electricity in a visual form inside the bottle for extended periods of time before seeping away. Worship to Adal isn't traditionally done on a day to day basis, but usually with a purpose. Pilgrims visit his shrine either to ask for the god's blessing and to help them forgive someone who they want to forgive but cannot. Alternatively, those who want to be forgiven also pray to him, hoping that Adal will soften the hearts of those that were wronged. Adal's cult is the Arrows of the Sky Cult, which dresses in very bright yellow robes and travels the world attempting to offer advice and moral support to those seeking repentance.  
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.
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===Odal, Prince of Vengeance===
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|Odal is the son of Bard and the twin of Adal, born when Bard's anger and rage caused a thunderstorm so severe that the lightning cut two branches off the Tree of Life, which then fell down on the ground and crushed a family of hedgehogs. Odal is always depicted as a corrupted god with blackened skin and blue discoloration, large claw-like hands, horns, and a fractured chest from which blue lightning leaks. This is because Odal is a corrupted god who despite his allegiance with the Great Betrayer, is still seen as a god, as he still acts for the wellbeing of the Old Gods worshipers so long as they align with him. Odal is imposing and very broad, believed to be the only god capable of challenging Bard and winning in combat. How Odal became corrupted varied drastically from community to community, but it usually revolves around anger and spite at the other gods for inaction.


Odal is the god is revenge, of overcoming, of conquest, of Magic, and of indominable spirit. He is also a lord of thunder, but his control of thunder is chaotic and uncontrollable. Where his heart would have been is a hole in his chest, from which chaotic lightning erupts. Odal's presence is felt in the pyroclastic flows of volcanos, and the storms that erupt from volcanos, chaotic and uncontrollable, in contrast to Adal's controlled storms. Odal frequently clashes with Bard as Bard has expelled him from the pantheon, but Odal seeks to overcome expulsion and pariah status and force his way back in, which in traditional folklore he usually succeeds in. Odal is also believed to be the source of Magic, which is seen as both a curse and a blessing. It is a blessing by Odal's gift to the individual, but a curse because it also condemns them with a life-long struggle against the sin of weakness, Old Gods worshipers believing that Magic users are not sinful because they are Mages, but can quickly become sinful because their Magic causes their soul to be weak to their vices and cocky.  
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.


Odal's shrines are, surprisingly, left intact by Old Gods worshipers, mostly because they believe Odal will also enact revenge on those who destroy his shrines, as his power allows him to call misfortune on those who have dismayed him. Worship to Odal is mostly done through the offering of hunted animal carcasses being burned on his shrine, as an offering to pray for him not to bring misery to a person's life, but also to convince him not to bless one's enemies with success in their revenge. An Old Gods worshiper who is pushed to the limits of what they can take sometimes accepts the blessings of Odal and essentially becomes a Demonically possessed avatar of vengeance. If they succeed, their Soldi is cleansed and Odal gives them vengeance, if they fail, their instantly lose all Soldi and are banished to the Mirror world, implying Odal kills them. Odal has a cult called Odal's Avengers, who full-body paint themselves like Odal and are revenge-seekers for hire, selling their martial services to those who are too weak to take revenge on their wrongdoers themselves. These cultists, including those who have surrendered to Odal's demons are called Odalv.
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.  
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===Bard, King of Bears===
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|Bard is the first son of Arne, and was born when bears took shelter under the tree of life. Bard is always depicted as a large rugged man, covered in bear or wolf-pelts, with brown hair, plenty of facial and body hair, and black charcoal washed out around his eyes emulating the claw marks of a bear. Bard is the husband of Njal, and is often said to have a raging temper and a beastly countenance that makes him lose all semblance of humanity when he is beset by fits of rage. Bard is said to be uncontrollable by the other gods, dispensing punishment and retribution on mortals for failing in the eyes of the gods, a practice which has earned him the moniker "Guardian of the gods", because he is indeed the first into battle.  


Bard is the god of battle, strength, rage, endurance, stability, power and solitude. In Old Gods lore, he roams the land seeking battle from legendary beasts and gods of other religions, but has a broken heart of loneliness that he cannot mend because he is too proud to admit his desire for companionship. It is here that Njal found him, and was the only one who could break his beastly demeanor, soothe his rage, and calm his temper when it erupted. As such, Bard and Njal are now considered spouses, and are frequently framed together as the Union of Air. Bard worship is done through prayers to his name before and after battle, or to invoke his name for strength and rage during battle.
* Svaldi is gained through: Martial skill, vengeance, showing no fear of death
* Svaldi is lost through: Pacifism, surrender, spilling unworthy blood


Bard's shrines are usually large stone steles with runic inscriptions surrounded by animal bones, or large stone tables with all manner of beast pelts strung over it. On this table or in front of this stele are usually bowls in which offerings of the hunt are brought in his name, which can also be a piece of cloth or hair from a slain foe, which is then ritually burned. Bard has a cult of worshiper's called Bard's Wolves, though the Ceardian branch was recently eradicated in the Carrhen War by the Regalian Empire, with the Northern variant mostly in hiding in Talahm Gall.
===Taran===
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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.
===Njal, Prince of Art===
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Njal is the second son of Arne, and was born when birds sang their songs among the branches of the Tree of Life. Njal is always depicted as a very handsome young man with fine and expensive linens wrapped around an otherwise seductive body, with strawberry blonde hair and minimal facial hair. Njal is also traditionally depicted with heterochromia, one light-blue eye and one light-brown eye with which it is said he always keeps an eye on Bard, who has dark brown eyes. Njal is said to be eloquent and calming, a soothing presence that mediates and forms compromise between the gods when they fight. It is said that Njal provides divine inspiration, hidden as a robed stranger giving gentle hints to steer maestros into the right direction for a masterpiece.


Njal is the god of creativity, art, fertility, compromise, male beauty, and silver tongues. In Old Gods lore, he roams the land seeking the perfect piece of art whether it be a painting, statue or music, but never finding it, until he found Bard one day, and discovered that the perfect piece of art was not a thing, but the virility of man. Njal ensnared Bard with poetry, and ever since is depicted as Bard's spouse that calms his worst urges and turns him into a loving partner that transitions his anger into a desire for protection and preservation. As such, Njal is seen as a necessary deterrent of godly abuse of mortals also, and one who protects them from godly cruelty.
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.


Njal's shrines are usually mobile, meaning that they are carts or special harnesses that people have developed to strap onto themselves or move around. The idea is that Njal never sits still and must roam the land to see and experience more, and so his shrines should never stay in one place either, but rather see places. The act of worship to Njal is to say a prayer to his name, and then donate an alms or some sort of gift to an artist (even if the artist is not an Old Gods believer). This has resulted in Old Gods artists using a donation pot as a Njal shrine, and so when a Unionist tips them, they actually bring a prayer to Njal. Njal's cult is called Njal's Harps, who are known to reside in some of the major cities of Drixagh, hosting debauched feasts and parties with plenty of drinking and passionate exchanges.  
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.
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===Gro, Shaper of Flesh===
* Svaldi is gained through: Self-mastery, ambition, dignity
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* Svaldi is lost through: Rejecting others for their appearance, neglecting oneself, lack of discipline
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Gro is the last daughter of Arne, and was born when the Dragons spoke of the Nelfin in the far west to the tree, who then dreamt of living flesh. Gro is depicted as a female head with hair made of calcified bone, her body surrounded by calcified shapes of flesh that appear to undulate and swirl, with blood-colored and bone-colored streaks. Despite her theoretically grotesque appearance, the shapes of the bone and flesh matter is always arranged in such a way that she appears more like a clam with smooth spikes on the outside, her head set as a pearl inside. Gro is the wife of Jord, forming the Union of Life together, two gods who remain universally the most controversial entities in the Old Gods religion.


Gro and Jord are not worshiped anymore, and as such do not stand for anything. Most of the folklore concerning their identity and their roles in the Old Gods faith were lost, with information of them intentionally suppressed after an event referred to as the Liberation by Old Gods worshipers who do still have the telling of their betrayal. Very small pockets of Old Gods worshipers far removed from Velheim and Ceardian influences still worship Gro and Jord, like the Sunnan Velheim who ventured south and settled into the jungles close to Sendras, but have otherwise been out of contact with the rest of the world until very recently. It is said that Gro and Jord created Ailorkind from their bodies, and then begged the Dragons to breathe the breath of souls on them, which they obliged. Gro and Jord treated Ailorkind as their children and were loving and kind.
===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 Pantheon however demanded a very absent role in their worshiper's lives, and while Gro and Jord were popular, the other Gods in the pantheon did not permit them to interfere with the lives of the small people they had made. When Nelfin slavers appeared on proto-Velheim shores, the faithful were enslaved in the tens of thousands, and equal numbers died from warfare by the magically superior Nelfin. The Gods had agreed in conclave only to act in small doses, which never pleased Gro and Jord as it would not stave off a final demise of their people. Gro and Jord thus went in secret to the Great Betrayer, the King of Demons to the Old Gods worshipers, and struck a deal that condemned all Old Gods worshipers and the souls of their descendants to belong both to the Old Gods and the Great Betrayer. The Great Betrayer supposedly saved them from the Nelfin, but imprisoned them in 1000 years of hell. The other Old Gods expelled Gro and Jord, condemning them to wander the world where memory of them eventually faded after the Old Gods worshipers broke free from the Great Betrayer after a thousand years trapped, also condemning Gro and Jord for their betrayal.
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.
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===Jord, Forger of Metal===
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Jord is the last son of Arne, and was born when the roots of the Tree of Life touched metal ores in the ground, something the Tree could not crush or bend. Jord is depicted as a male with a body made out of sheets of metal, bent and straightened around parts of the body, and elongated arms with ball-joints, all made of a dark gray-blue metal with light blue lines. Jord's body is depicted with unsettling proportions, usually an exceedingly thin torso and excessively tall legs and arms. Jord is the husband of Gro, forming the Union of Life together, two gods who remain universally the most controversial entities in the Old Gods religion. While most traces of Gro have disappeared, Jord's last sighting was on the small island of Mirnoye, the island made of metal, which can only be reached once a year, though houses unfriendly locals and seemingly abandoned temples.  


Gro and Jord are not worshiped anymore, and as such do not stand for anything. Most of the folklore concerning their identity and their roles in the Old Gods faith were lost, with information of them intentionally suppressed after an event referred to as the Liberation by Old Gods worshipers who do still have the telling of their betrayal. Very small pockets of Old Gods worshipers far removed from Velheim and Ceardian influences still worship Gro and Jord, like the Sunnan Velheim who ventured south and settled into the jungles close to Sendras, but have otherwise been out of contact with the rest of the world until very recently. It is said that Gro and Jord created Ailorkind from their bodies, and then begged the Dragons to breathe the breath of souls on them, which they obliged. Gro and Jord treated Ailorkind as their children and were loving and kind.
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.


The Pantheon however demanded a very absent role in their worshiper's lives, and while Gro and Jord were popular, the other Gods in the pantheon did not permit them to interfere with the lives of the small people they had made. When Nelfin slavers appeared on proto-Velheim shores, the faithful were enslaved in the tens of thousands, and equal numbers died from warfare by the magically superior Nelfin. The Gods had agreed in conclave only to act in small doses, which never pleased Gro and Jord as it would not stave off a final demise of their people. Gro and Jord thus went in secret to the Great Betrayer, the King of Demons to the Old Gods worshipers, and struck a deal that condemned all Old Gods worshipers and the souls of their descendants to belong both to the Old Gods and the Great Betrayer. The Great Betrayer supposedly saved them from the Nelfin, but imprisoned them in 1000 years of hell. The other Old Gods expelled Gro and Jord, condemning them to wander the world where memory of them eventually faded after the Old Gods worshipers broke free from the Great Betrayer after a thousand years trapped, also condemning Gro and Jord for their betrayal.
* Svaldi is gained through: Winning duels, independence, courage
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* Svaldi is lost through: Avoiding challenges, dishonorable fighting, complacency
===Halfvel, the Father of Demigods===
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*'''Identity:''' Halfvel, nicknamed the Father of Demigod and Wolf-God, was born when the mortal Berrin fell in love with Bard, King of Bears, because some part of Arn wanted Demigods to exist.
*'''Themes:''' Halfvel does not represent any themes, but rather is the sole source of Demigodhood, blessing pregnant mothers with the Godspark, which can either be Mundane or Magic.
*'''Depictions:''' Halfvel is always depicted with his Cloth of Godliness, in which it is said all Demigod children are born or laid to be found in the forest surrounded by Wolves.
*'''Worship:''' Halfvel is worshiped by traveling the world, seeking out his children, and aiding them on the path of their divine purpose, whether they are Magical or Mundane.
*'''Manifestation:''' Halfvel is often said to appear before mothers who pray intensely for purpose for their children, but is also said to disguise himself as a Wolf-man and birth Demigods among mortals.
*'''Individual:''' There was once a Temple in Old Ceardia which supposedly housed Halfvel nearly all year round, however this place has not been visited since the destruction of Ceardia.
*'''Worship House:''' Halfvel does not have any official Temples, however shrines dedicated to him are a wolf skull rested on several black wolf pelts, coins of gold inserted into its mouth for well wishes.
*'''Other Notes:''' Halfvel's Demigod children supposedly have icy-blue eye-color, a high rarity among Ailor. Halfvel turns an unborn child or conceives each Demigod for a specific fate, some bad, some good.
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===Asbjørn, the Punished Winter===
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*'''Identity:''' Asbjørn, nicknamed the Punished Winter, (prior Berrin, a mortal) was made God when he committed a crime by falling in love with Bard, God of Bears, forced to bear a curse.
*'''Themes:''' Asbjørn's themes are punishment, service, restitution, Winter, seeking forgiveness, and taking responsibilities for one's crimes and wrongdoings in the eyes of society.
*'''Depictions:''' Asbjørn is always depicted as a white bear, usually in chains, but often also in a resting pose. There is always a dubiousness to him, as if his godhood may not be a curse.
*'''Worship:''' Asbjørn isn't strictly worshiped, but rather invoked when someone should submit themselves to punishment to make up for their wrongdoings, and he gives them strength to bear it.
*'''Manifestation:''' Asbjørn has occasionally appeared, when a prisoner collapses under their punishment, or someone who is seeking forgiveness is about to give up, giving them strength once more.
*'''Individual:''' Asbjørn only ever helps individuals, but he seems quite jovial for someone who is being cursed, some speculate that he is actually quite devious, and was cursed on purpose.
*'''Worship House:''' Asbjørn's largest and most important Temple is the Ice-Crag Hall in Hedryll, a temple where docile polar bears roam, though it has recently fallen in disrepair by Vampires.
*'''Other Notes:''' Asbjørn is sometimes somewhat dubiously treated because it unclear if he genuinely wants to help those seeking restitution through punishment, or is just using them to get to Bard.
|}
===Frode, Carer of Spring===
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TBD
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===Toke, Lirh of Autumn===
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|[[File:Treeghvfjgfdhgfm.png|220px|thumb|left]]
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TBD
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===Leif, Summer of Passion===
{|
|[[File:Firedude.png|220px|thumb|left]]
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TBD
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===Estrid, Queen of War===
{|
|[[File:Treeghvfjgfbattlebnniot.png|220px|thumb|left]]
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TBD
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===Hagen, Crafter of Time===
{|
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|}
===Tove, Daughter of Dreams===
TBD


==Trivia==
{{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.

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