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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 = Too many to list
|deities = Two distinct Pantheons of 6 Gods each.
|subsects = Cellik and Velheim variants
|}}
|}}
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 [[Oldtera|Zeswyn]] (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 Zeswyn Isles. 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. The Old Gods (both Vanir and Aesir) are referred to as Old Gods even by their own faithful, because they take pride in the ancientness of their faith in comparison to modern Unionism.
===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!


===Tenets===
===Soldi and Svaldi===
* '''Bravery:''' Soldi is gained by seeking out competition, challenge, and self improvement, by not showing cowardice and hiding away from struggles.
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:
* '''Wroth:''' Soldi is lost by letting events simply transpire without having a role in them, making Old Gods faithful rather forceful in their habits.
* '''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.  
* '''Pleasure:''' Soldi is gained by spreading one's progeny, and expressing the virtues of the Union of Fire and Eikki, to be passionate in life.
* '''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.  
* '''Vengeful:''' Soldi is gained by settling scores, and particularly by taking vengeance on those who have done wrong to the individual, or society.
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.  
* '''Greed:''' Soldi is gained by being greedy for power, but by also being merciful with how that power is applied and pressured onto others.
===The Afterlife===
* '''Honest:''' Soldi is lost when lying, in the simplest of terms. White-lies exist, but lies for personal gain cause one to lose Soldi.
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.  
* '''Pride:''' Soldi is gained through fame, and the only way to be famous is to be proud and live as if one is already magnificent.
===Svartskra===
* '''Respect:''' Respect is an immensely important aspect of the Old Gods religion, which abhors irreverence, even of other religions and beliefs.
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:
* '''Soldi:''' Soldi is an intangible currency of the soul, the more Soldi someone has, the greater they are considered, and more likely to thrive in the afterlife.
* '''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.  
* '''Hel:''' Hel is the opposite of Soldi, a realm, where those who die without any Soldi, or those with negative Soldi go. Their souls belong to the Aesir there.
* '''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.
* '''Loyalty:''' Loyalty is immensely important, to family, to clan, to liege-lord. Treason is a great way to instantly lose all Soldi gained over one's lifetime.
* '''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.  
===Beliefs===
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.
* '''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 increase the amount of Soldi they have. Those with low Soldi can go into the afterlife, but only the Lower-Realm. Those heroes who achieve high Soldi however, pass on to the High Halls, where they sit at the feet of the Vanir, and have a glorious afterlife of plenty. Those with negative or close to negative Soldi are considered Honorless, condemned to wander a color less happiness-devoid dimension owned by the Aesir as penance for their worthlessness.  
==Gods and Goddesses==
* '''Canon Evil:''' Canon Evil is extremely difficult to establish in the Old Gods religion, because while Aesir are definitely more violent, treasonous and deceitful, they have also saved the Old Gods people numerous times, while the Vanir chose the evil of inaction equal amounts of times. Old Gods faithful are split among three different views, that of the Vanarik who worship only the Vanir and consider the Aesir evil, the Aesirik who worship only the Aesir and consider the Vanir unworthy and lazy, and the Sammun, who worship both, and consider themselves above the struggle of legitimacy. Priests usually fall in this latter category, because those concerned with religion and the dead are expected to be above the clan-based struggles of who supports which pantheon, though people who are not priests can also be Sammun.  
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.
* '''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.  
<gallery mode="packed-overlay" widths="180px" heights="229px">
* '''Conversion:''' Old Gods as a religion does not require preaching or spreading through missionaries, which is usually a practice reserved for [[Estellon]] 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' influence on their faithful. While Old Gods worshipers in general are fairly tolerant to other religions, they are extremely intolerant to Old Gods converting to other religions, 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. Whereas a person who has always been a Unionist is not at risk of this.
File:XxxxaastatttuujjkUntitled Artwork.png|''Bard, God of justice and leader of the Eili in opposition to the Vola.''
* '''Sins & Taboo:''' The Old Gods religion does not strictly have a great Sin or Taboo, because life is too complicated for that kind of black and white categorization. Even great acts of evil and good can be explained away or villified, the religion does not assign rules or laws to the daily lifestyle of its worshipers, just general guidelines to live by, and some general behavior to avoid. Even disloyalty, when loyalty is a virtue, is permissable, if it comes through the scope of pride and bravery or revenge, all good things for one's Soldi. The only true arbitrator of these values is the Jovrlov, a greatly respected cross-clan priest.
File:Xxxxaauhynew canvasujtrjytg.png|''Tadhg, God of life and death and the afterlife who wards away Demons.''
* '''Fjandi:''' Fjandi is the old Velheim (or Fiend in Ceardian Cellik) word that most closely resembles Demon in common venacular. The reason why these words are so similar is because Rand is clearly a Void Arken, but that the other Gods in the Aesir pantheon aren't strictly Void Demons or Demons at all. Fjandi is a general term used by the faithful to describe "Demon-like things", that aren't always specifically Demons, while reserving the term Demon for something that can be proved to be a Void Demon.  
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.  


=Gods and Goddesses=
<gallery mode="packed-overlay" widths="220px" heights="309px">
Old Gods is a unique religion in that it has two distinct pantheons, one larger Vanir, and one smaller Aesir. The Vanir are what is considered "natural", born from Arne, the Tree of Life, from which all Ailorkind was born (in the eyes of the Old Gods believers). There is no origin story for the world, though it is very much implied that Aerne is actually the world, and that the great tree is only a physical representation of the world's spirit. The Aesir are foreign, entities from a hellish place that have become gods by forcing their way into the Old Gods pantheon. Morality between all these gods is never so clearly black and white, some of the Vanir do reprehensible things for good reasons, or show indifference and silence to the suffering of mortals, while the Aesir are cruel and unforgiving, but grant so much more power to their faithful with a bargain of free will. There are parts of Old Gods society that worship one pantheon while reviling the other, and then there are parts that worship all of them, each in their own way. For more information, consult the [[Velheim Culture]] Page. [[Dragon]]s are somewhat acknowledged in Old Gods folklore, remarking that they were "beings before being", and sat at the roots of Arne before the first birth, they are considered ancient and powerful, but not godlike. Arne does not have a distinct identity of its own, it is more a cosmic force, which is why the Tree of Life is seen as a symbol, nothing more, to the religion. Old Gods both has a Velheim and a Cellik (Cearden) Variant, where the identities are the same, but names differ.  
File:Untitled Artworkraaaddd.png|''Helskorn, God of power and leader of the Vola in opposition to the Eili.''
==Vanir==
File:Hghhuntitled artwork 5.png|''Thirun, God of magic and vanity who grants the faithful the Arcane gift.''
The Vanir are created in so called Unions. Nidda and Bev are the Union of Water associated with death, Adal and Dáuw are the Union of Choice associated with loss, Bard and Njal are the Union of air associated with power, Gro and Jord are the Union of Life associated with time, Halfvel and Asbjørn are the Union of Mind associated with free-will, Frode and Toke are the Union of Seasons associated with change, Leif and Astrid are the Union of Fire associated with passion, and Hagen and Tove are the Union of Earth associated with thought.
File:New Canvasgfhdhfdhgdfjhfgh.png|''Aedán, God of culture and art who creates the unending feasts.''
===Bev, Mirror of Life===
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:Flying cloth.png|220px|thumb|left]]
File:Aaygddpridedemon.png|''Ubhan, God of war and combat and undefeated in martial dueling.''
|
</gallery>
*'''Identity:''' Bev, the third son of Arne, was born when a mother deer and her children died beneath the Tree of Life, confronting it with the necessity of death.
* '''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.  
*'''Themes:''' Bev’s themes are  the afterlife, measure of the soul, solitude, serenity, mourning, and the dead. He is also invoked during burials, and when communing with the dead.
* '''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.
*'''Depictions:''' Bev is depicted as a shrouded figure in a large funeral cloth, with only his pale white hands showing of his body, and always holding the Mirror face out.
* '''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.  
*'''Worship:''' Bev is worshiped specifically by the Valsung, singers of the dead, but also by offering food and candles to Bev shrines in Helbolwen.
* '''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.
*'''Manifestation:''' Bev does not manifest in the living world, only serving to hold the Mirrror and pass souls into the afterlife, which he must do without fail and reprieve.
* '''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.
*'''Individual:''' Bev does not manifest to individuals or groups at all, as he is only ‘met’ when someone’s soul is passing on for judgement. He is rumored to have made the Vaarda Gates however.
* '''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.  
*'''Worship House:''' Bev is worshipped in Old Gods Crypts, or Helbolwen, where a statue in his likeness with a mirror is kept. These mirrors reflect hundreds of lit candles, to represent the dead.
==Priestly Activities==
*'''Relations:''' Bev is the husband of Nidda, doomed to never embrace, as he cannot leave the water, and she cannot enter it. He is also tasked to hold up the Mirror, which Nidda would destroy.
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.
*'''Other Notes:''' It is believed that if Bev should ever drop the Mirror, it will shatter, and release the Soldi-less dead who reside within it, causing a terrible undead cataclysm to occur.
===General Priesthood===
* '''Cellik Variant:''' The Cellik Variant of Bev is called Cyne or Cyneweard, and as opposed to a mirror, he holds up a silver door. All other aspects are identical.
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.
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===Helbolwen & Hel===
===Nidda, Dancer of Death===
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===
|[[File:Flying clothfyhgsb'.png|220px|thumb|left]]
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.
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===Helharjar===
*'''Identity:''' Nidda is the first daughter of Arne, who was born when the river flooded the Tree of Life and touched its bark, thus familiarizing it with large amounts of water.
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.  
*'''Themes:''' Nidda's themes are water, the ocean, protection from the waves, misery, unrequited love, and abandonment. She is intensely linked with Bev due to their relation.
===Andlistari===
*'''Depictions:''' Nidda is a lithe woman with many tattoos and a body or dress made of the torrential waves. Her anguish and loneliness cause her to be cruel and whimsical.
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.  
*'''Worship:''' Nidda is worshiped only by those who go off to sea, or know someone who is going off to sea, praying for their safe travel and return by dancing and offering her company and song.  
===Sagnaflétta===
*'''Manifestation:''' It is believed that every great typhoon, hurricane, tsunami, and waterspout, is Nidda's manifestation, and that each of them are her physical presence.
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.  
*'''Individual:''' Nidda has not touched anyone individually per se, rather she has supposedly caused the deaths of thousands of sailors, dragged to an early grave under the ocean.
*'''Worship House:''' Nidda's shrines are built on cliff sides near oceans, her cult is called the Sea-Dancers, water mages who ‘dance’ with their magic on ships to protect them from her wrath.
*'''Relations:''' Nidda is the wife of Bev, but she cannot touch or be with him, as he resides below the ocean, and she can only dance on the surface of it: the source of her anguish.
*'''Other Notes:''' Nidda is considered the goddess who takes lives, and knows when all Old Gods worshippers will die. This is mostly why Nidda is feared rather than admired.
* '''Cellik Variant:''' The Cellik Variant of Nidda is called Flaed or Flæd, and she is traditionally associated more with river water than ocean water, and subsequent floods and droughts.
|}
===Adal, Prince of Forgiving===
{|
|[[File:Treetyujgrf.png|220px|thumb|left]]
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*'''Identity:''' Adal is the son of Bard, who was born when Bard’s anger caused a thunderstorm that cut two branches off the Tree of Life, familiarizing it with pain.
*'''Themes:''' Adal’s themes are giving aid and help, enforcement of laws, conceding, forgiveness, holding no grudges, and also of the lightning and thunder of the world.
*'''Depictions:''' Adal is usually depicted as a male with glowing golden tattoos and dismembered arms, the tips covered in gold, and replaced with lightning.
*'''Worship:''' Adal is not worshiped on a day to day basis, but by Pilgrims who wish to forgive someone, but cannot find the strength to do so, traveling to his Temple.
*'''Manifestation:''' It is believed that every thunder strike is an expression of approval by Adal, which is why Old Gods worshipers sometimes ask things of Thunderstorms.
*'''Individual:''' Adal is not known to have made a personal presentation in front of anyone, because his manifestations are mostly in the elemental realm.
*'''Worship House:''' Adal’s shrines are built high atop mountains, where lightning may strike them, and where bottles of Celectic gas store electricity in visible form.
*'''Relations:''' Adal is the twin brother of Odal, who he feels responsible for, eternally on a quest to convince Odal to return to the pantheon, but eternally failing.
*'''Other Notes:''' It is said Adal’s arms were cut off by Bard, who had gone into a rage, though this is dubious, because many also claim he was born without arms.
* '''Cellik Variant:''' The Cellik Variant of Adal is Glaed or Glæd, and as opposed to thunder and lightning, he is more representative of light and the sun.
|}
===Dáuw, King of Mountains===
{|
|[[File:Dawuw.png|220px|thumb|left]]
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*'''Identity:''' Dáuw, King of Mountains, was not born with the pantheon, but a Dwarven God who stumbled upon the Tree of Life, and joined the pantheon by sheer willpower.
*'''Themes:''' Dáuw's themes are Mountains, Grudges, Righteousness, Survival, Stone, Construction, the heat of the forge, and raging against the dying of the light.
*'''Depictions:''' Dáuw looks like a normal Dwarf male, though living among Mortals, is always followed by the sound of the echoing caves and the sparkle of wealth.
*'''Worship:''' Dáuw worship takes the form of offering grudges for completion to a statue in his likeness, or tossing coins at strangers and making wishes.
*'''Manifestation:''' Dáuw is the only Old God who lives among the mortals every single day, and is houses in the Great Chamber of the surviving Rammuur Hold.
*'''Individual:''' Dáuw remains among the Dwarves to offer them guidance, but does not give much personal directives, only general plans and hints on how to survive.
*'''Worship House:''' Dáuw's largest temple is the Great Chamber, which is an inner sanctum within Rammuur that only chosen priests are allowed to enter.
*'''Relations:''' Dáuw's relation with the other Old Gods is somewhat frosty. While he is accepted by the Pantheon by will of the Tree of Life, they ignore him too.
*'''Other Notes:''' Dáuw was once far more proactive in trying to help the Dwarves, but has slowed down and been seen less and less as time has passed.
* '''Cellik Variant:''' The Cellik Variant of Dáuw is still called Dáuw, because this word is close to a Cearden word for revenge and absolution in justice.
|}
===Bard, King of Bears===
{|
|[[File:Treeagdsgsgjdjf.png|220px|thumb|left]]
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*'''Identity:''' Bard is the first son of Arne, and was born when bears rested under the Tree of Life. Bard is considered pivotal in the Pantheon due to his relations.
*'''Themes:''' Bard’s themes are battle, rage, strength, endurance, stability, power, solitude, and being the ‘guardian of the gods.’ He is said to be strongest of all.
*'''Depictions:''' Bard is always depicted as a large rugged man, covered in animal pelts, with charcoal around his eyes emulating bear claws and broad stance.
*'''Worship:''' Bard is worshiped before, after, and sometimes during battle. His cult, Bard’s Bears, was partially eradicated in the Carrhen War by the Regalian Empire.
*'''Manifestation:''' Bard has been known to manifest as a giant in front of those who committed high treason to the Old Gods, cursing them with the Marken Affliction.
*'''Individual:''' Bard exclusively visits individuals, but only on rare occasions, because one knows they have really messed up if it requires Bard to show up.
*'''Worship House:''' Bard’s shrines are large stone steles with inscriptions and bones, or stone tables with bowls on them. Animal carcasses are offered as sacrifice.
*'''Relations:''' Bard is the husband of Njal, but was originally a loner. His temperament was soothed by Njal, who found him, calmed him, and they became spouses.
*'''Other Notes:''' Despite Bard's Bears being eradicated in Carrhen, a small branch of them is yet alive in Talahm Gall, a rugged province of Gallovia.
*'''Other Notes:''' Bard’s fits of rage are legendary, and uncontrollable, losing all semblance of humanity during them, except for Njal's artistic touch.
* '''Cellik Variant:''' The Cellik Variant of Bard is called Brom, and he is effectively identical, though the animal associated with him is the wolf instead of the bear.
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===Njal, Prince of Art===
{|
|[[File:Treeagdsgs.png|220px|thumb|left]]
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*'''Identity:''' Njal is the second son of Arne, and was born when birds sang perched on the branches of the Tree of Life, seeing beauty for the first time.
*'''Themes:''' Njal’s themes are creativity, art, fertility, compromise, male beauty, silver tongue, and protection from godly cruelty and care for mortals.
*'''Depictions:''' Njal is a handsome young man wearing expensive clothes, with an air of arrogance and calmness in his demeanor and stance.
*'''Worship:''' Worship is done by saying a prayer, and then giving gifts to any artist. His cult is Njal’s Harps, who host debauched feasts and parties.
*'''Manifestation:''' Njal is said to permanently dwell among mortals, because creativity is a gift of the people, not of Gods, and he wishes to see art.
*'''Individual:''' Njal's has not been seen for thousands of years, though was very active before this point, no one knows exactly why.
*'''Worship House:''' Njal’s shrines are always mobile, in carts or on harnesses so people can carry them, as Njal never sits still and roams the land.
*'''Relations:''' Njal once roamed to find the perfect art. Then he met bard, and realized the perfect art was man. They soon fell in love and married.
*'''Other Notes:''' Njal always has heterochromia, one light blue eye and one light brown, which he uses to always watch Bard, who has dark brown eyes.
* '''Cellik Variant:''' The Cellik Variant of Njal is called Aedel or Ædel, though all other aspects about him are identical to Njal.
|}
===Gro, Shaper of Flesh===
{|
|[[File:Treesgfsd'dgsgs.png|220px|thumb|left]]
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*'''Identity:''' Gro is the last daughter of Arne, and was born when Dragons spoke of the Nelfin, and the Tree of Life dreamt of flesh.
*'''Themes:''' Gro’s themes are largely lost, but she supposedly begged the Dragons to breathe life into the her meat dolls, creating the Ailor.
*'''Depictions:''' Gro's depiction has mostly been lost to time, but it is assumed she was an amalgam of blood and flesh.
*'''Worship:''' Gro is considered a lost god, but when she was worshipped, she played an active role in the lives of Ailor, which other Old Gods did not and did not allow.
*'''Manifestation:''' Gro supposedly helped mortals with even simple day to day tasks, making their lives easier and more comfortable, this was her hubris.
*'''Individual:''' Gro has not been seen since she was expelled from the Pantheon thousands of years ago, and nobody has really gone looking for her either.
*'''Worship House:''' Gro has no known worship houses, though the concept of Gro shrines has been debated as of recent due to finding Sunnan Velheim worshiping her.
*'''Relations:''' Gro is the wife of Jord, both bargained with the Great Betrayer (which they were expelled for), forcing the Velheim people in millennia of hell, but saving them from slavery.
*'''Other Notes:''' The memory of Gro and Jord is said to have faded when the Old Gods worshippers broke free from the Great Betrayer, called the 'Liberation'.
* '''Cellik Variant:''' The Cellik Variant of Gro is identical to the Velheim Old Gods version, name included, because the split occurred close to the Velheim divergence.
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===Jord, Forger of Metal===
{|
|[[File:Treesgfsd'.png|220px|thumb|left]]
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*'''Identity:''' Jord is the last son of Arne, and was born when the roots of the Tree of Life touched metal ores in the ground, which it could not crush or bend.
*'''Themes:''' Jord is no longer worshiped as he is considered a lost god for dealing with the Great Betrayer. Only small groups still worship him.
*'''Depictions:''' Jord is depicted as a male with a body made of metal, bent and straightened around his body, and long arms with ball joints, made of dark blue metal.
*'''Worship:''' Jord is no longer worshiped, when he was, he played an active role in the lives of Ailor, which other Old Gods did not and did not allow.
*'''Manifestation:''' Jord supposedly helped mortals with even simple day to day tasks, making their lives easier and more comfortable, this was his hubris.
*'''Individual:''' Jord has not been seen since he was expelled from the Pantheon thousands of years ago, and nobody has really gone looking for him either.
*'''Worship House:''' Jord has no worship houses, but was last rumored to be seen on the isle of Barratt, which is surrounded by a terrible maelstrom.
*'''Relations:''' Jord is the husband of Gro, both bargained with the Great Betrayer, forcing the Velheim people in millennia of hell, but saving them from slavery.
*'''Other Notes:''' The memory of Jord and Gro is said to have faded when the Old Gods worshippers broke free from the Great Betrayer, called the 'Liberation'.
* '''Cellik Variant:''' The Cellik Variant of Jord is identical to the Velheim Old Gods version, name included, because the split occurred close to the Velheim divergence.
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===Halfvel, Father of Demigods===
{|
|[[File:Wolfgod.png|220px|thumb|left]]
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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.
*'''Relations:''' Halfvel has no formal relations with the Pantheon, as he largely avoids them altogether, concerning himself more with creating the fates in the mortal world.
*'''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.
* '''Cellik Variant:''' The Cellik Variant of Halfvel is Godsun, and as opposed to the wolf, his representative animal is the Lynx. All other aspects are the same.
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===Asbjørn, Punisher of Winter===
{|
|[[File:Asbear.png|220px|thumb|left]]
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*'''Identity:''' Asbjørn, nicknamed the Punisher of 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.
*'''Relations:''' Asbjørn is said to be madly cursed and in love with Bard, but this has been pulled into question recently because none of the other folklore supports this sentiment.
*'''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.
* '''Cellik Variant:''' The Cellik Variant of Asbjørn is Vitbera, and his origin story is different. As opposed to a relation to Brom, he is simply the eternal representative of winter.
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===Frode, Carer of Spring===
{|
|[[File:Spingguy.png|220px|thumb|left]]
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*'''Identity:''' Frode, nicknamed Carer of Spring, was born when the early dew of spring first slipped down the leaves of the Tree of Life, creating the seasonal change in Old Ceardia.
*'''Themes:''' Frode's themes are Spring, rebirth, sweetness, insects and plants, flowers, sweet smells and cold colors, the sounds of life, and teeming flora in the forests.
*'''Depictions:''' Frode is always depicted as if gliding on the green light of nature in spring, anytime they touch grass, causing the most wildest of floral arrangements to bloom.
*'''Worship:''' Worship to Frode is done near or around a Tree, woven and decorated to mimic the Tree of Life, usually in a park, and by engaging in social happenings around that tree.
*'''Manifestation:''' Frode has manifested a couple of times through history to save important groves of the Old Gods people, but in general seems more skittish than the other Gods.
*'''Individual:''' Frode is said to hate being regarded, and as such, most encounters were supposedly more of their smell (a distinct cut-grass and honey mix) than their actual face.
*'''Worship House:''' Frode has no real worship house, but Old Gods worshipers often build Frode circles in the forest, which are patches of grass with stones arranged in circles.
*'''Relations:''' Frode is the twin sibling of Toke, and the two are said to dance in the forests, cycling between Spring and Autumn, until Leif burns in Summer and Asbjørn freezes in winter.
*'''Other Notes:''' Frode is why Old Gods worshipers have a positive relation to Yanar, and can often connect quite well with the Estellon worshipers in Yanar inhabited regions in Regalia.
* '''Cellik Variant:''' The Cellik Variant of Frode is called Faegen or Fægen, and he is entirely identical to the Velheim variant of Old Gods.
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===Toke, Lirh of Autumn===
{|
|[[File:Treeghvfjgfdhgfm.png|220px|thumb|left]]
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*'''Identity:''' Toke, nicknamed Lirh of Autumn, was born when the leaves on the Tree of Life faded to red and brown, creating the seasonal autumn that swept Old Ceardia.
*'''Themes:''' Toke's themes are Autumn, the world slowing down, taking care of yourself and loved ones, caring for one's own mental health, warm colors, and fauna itself.
*'''Depictions:''' Toke is always depicted as if dancing, reminiscing a leaf falling from an autumnal tree, conspicuous feline ears in their hair and a mischievous smile. 
*'''Worship:''' Toke Worship is done by hosting seasonal feasts, particularly those in which Old Gods worshipers dress up as animals and try to prank and trick each other.
*'''Manifestation:''' Toke's manifestations were often to protect wildlife from extinction, miraculously saving a few viable pairs in a valley to protect them.
*'''Individual:''' Toke has not ever been known to enjoy being regarded by mortals. As such, their ears or fox-tail is seen more often than Toke themselves fully.
*'''Worship House:''' Toke has no real Temples or shrines, but supposedly lives together with Frode in the Frode circles in the forest, as animals are eventually drawn to them.
*'''Relations:''' Toke is the twin sibling of Frode, and the two are said to dance in the forests, cycling between Spring and Autumn, until Leif burns in Summer and Asbjørn freezes in winter.
*'''Other Notes:''' Toke is why, even when killing wildlife for the hunt or sacrifice, Old Gods are always respectful, and will say a prayer for Toke to receive the animal's soul.
* '''Cellik Variant:''' The Cellik Variant of Toke is called Aestas or Hiems. Hiems actually also means winter in Old Ceardian, because their winters were mild like autumns.
|}
===Leif, Summer of Passion===
{|
|[[File:Firedude.png|220px|thumb|left]]
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*'''Identity:''' Leif, Summer of Passion, was born when the Tree of Life first experienced the love between Bard and Njall, and a fire erupted on some of its branches.
*'''Themes:''' Leif's themes are passion, fire, burning feelings, expressions of love and willpower, never giving up, divine inspiration, and offspring specifically.
*'''Depictions:''' Leif is always depicted with some part of his hair on fire or spitting flames, his hands covered in glowing golden light for the wealth he brings.
*'''Worship:''' Worship to Leif is performed by bringing offerings of rare earth metals to open flames, and dancing with or inhaling the smoke.
*'''Manifestation:''' Leif has not known to manifest himself, though it is said that a part of him lives in each and every flame, and that he always listens.
*'''Individual:''' Leif's individual relation to mortals, is that he supposedly inspires and enflames their emotions, with love itself being inspired and fated by him.
*'''Worship House:''' Leif's largest Temple is the flame-spire in Billund, Regalian Archipelago, a large and steep peak mountain which near permanently fumes smoke.
*'''Relations:''' Leif is the husband of Estrid, though they are more than that, the folklore specifically defines them as soul mates with a fated connection.
*'''Other Notes:''' Leif is claimed to have a particular burning hatred for those who discriminate based on gender, supposedly spontaneously immolating terrible offenders.
* '''Cellik Variant:''' The Cellik Variant of Leif is Aeledda, or Æledda, entirely identical, though has a feminine coded name as opposed to a masculine coded one.
|}
===Estrid, Queen of War===
{|
|[[File:Treeghvfjgfbattlebnniot.png|220px|thumb|left]]
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*'''Identity:''' Estrid, Queen of War, was born when the Tree of Life's branches caught fire in Leif's birth, which she then doused by absorbing them and funneling them to war.
*'''Themes:''' Estrid's themes are similar to Bard's but differ slightly in that she specifically concerns herself with War, conquest of other lands, ferocity and challenge.
*'''Depictions:''' Estrid is always depicted in her typical "Gothik" style, dark hair and intense darkened eyes, dark clothing and pale skin, with lots of accessories.
*'''Worship:''' Estrid worship is usually performed before armies face each other on the field, known as the 'high hour', 3 hours before the battle, when Old Gods armies are weakest.
*'''Manifestation:''' Estrid has appeared at every major pivotal battle the Old Gods worshipers had to face in their expansion, but stopped appearing one day, for no-one knows why.
*'''Individual:''' Estrid never had any individual appeal, rather keeping expansion for the Velheim people, and by extension, Old Gods open, until she ceased.
*'''Worship House:''' Estrid has the most amount of Temples across the world, each of them called a Temple of Fire, in which a massive bonfire is lit around the clock.
*'''Relations:''' Estrid is the wife of Leif, though they are more than that, the folklore specifically defines them as soul mates with a fated connection.
*'''Other Notes:''' Estrid is sometimes blamed for the reversal of Velheim expansion in the world, coinciding with the quick rise of the Regalian Empire.
* '''Cellik Variant:''' The Cellik Variant of Estrid is Deorcnysse, which is incidentally also the word for Darkness in old Ceardian.
|}
===Hagen, Crafter of Time===
{|
|[[File:Olderguyt.png|220px|thumb|left]]
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*'''Identity:''' Hagen, Crafter of Time, was born when the Tree of Life remembered history and all events that had gone before, creating wisdom and knowledge for the ages.
*'''Themes:''' Hagen's themes are wisdom, sagely advise, dogma, staying true to rules and laws, obeying precedence and the elderly, and ancestry and heritage.
*'''Depictions:''' Hagen looks relatively normal in comparison to all the other gods with his crafting apron, which is on purpose, as he travels among mortals.
*'''Worship:''' Hagen worship is done passively simply by becoming a more knowledgeable person. Reading books is often good enough as a form of Hagen worship.
*'''Manifestation:''' Hagen like Tove has manifested many times, always paired together, to offer words of meaningful advice (or misadvise in the case of Tove) to their lives.
*'''Individual:''' Hagen's manifestations are usually Static. Tove and Hagen represent a debating duo, where Hagen always insists on dogma and knowledge gotten before.
*'''Worship House:''' Hagen's largest Temple is the House of Stone Healing in Nordskag, which doubles as a massive library with stone debating chambers and reading rooms.
*'''Relations:''' Hagen's relation to Tove is somewhat dubious, sometimes depicted as two sides of the same coin, sometimes he is depicted as her grandfather.
*'''Other Notes:''' Hagen appears different each time, sometimes of passable age, sometimes so decrepitly old that his beard touches the floor and drags behind him.
* '''Cellik Variant:''' The Cellik Variant of Hagen is Werold, but he is otherwise completely identical to the Velheim Old Gods variant.
|}
===Tove, Daughter of Dreams===
{|
|[[File:Atovilgf.png|220px|thumb|left]]
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*'''Identity:''' Tove, Daughter of Dreams, was born last of all Gods, and somewhat a mess, as the Tree of Life started dreaming, experienced 1001 random thoughts, and then slept.
*'''Themes:''' Tove's themes are gladness, dreams, happiness, making others happy, challenging dogma, questioning the world, youth and youthfulness and being carefree.
*'''Depictions:''' Tove looks relatively normal in comparison to all the other gods with her unnecessary belts, which is on purpose, as she travels among mortals.
*'''Worship:''' Tove worship takes the form of finding random strangers, and doing something for them to make them happy, or to elicit a smile, or to break some dusty rule.
*'''Manifestation:''' Tove like Hagen has manifested many times, always paired together, to offer words of meaningful advice (or misadvise in the case of Tove) to their lives.
*'''Individual:''' Tove's manifestations are usually chaotic. Hagen and Tove represent a debating duo, where Tove always takes the questioning side with a constant barrage.
*'''Worship House:''' Tove's largest Temple is the House of Stone Caring in Nordskag, next to Hagen's Temple, doubling as a hospital with free healthcare for children.
*'''Relations:''' Tove's relation to Hagen is somewhat dubious, sometimes depicted as two sides of the same coin, sometimes she is depicted as his granddaughter.
*'''Other Notes:''' Tove appears different each time, sometimes as an adult, but more often than not as a recalcitrant teenager, ready to combat Hagen's opinions.
* '''Cellik Variant:''' The Cellik Variant of Tove is called Cihnt (pronounced as see-h't), and she is identical to the Velheim Old Gods variant.
|}
===Elkonur, Herder of Memories===
{|
|[[File:Fsfsdds.png|220px|thumb|left]]
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*'''Identity:''' Elkonur, Herder of Memories, is a very contentious God of tradition, custom, culture, and guarding the gates of the Afterlife and holding its keys.
*'''Themes:''' Elkonur's themes are cultural festivals, traditional objects and customs and habits, Old Gods clothing, and protecting the priestly faithful.
*'''Depictions:''' Elkonur is depicted as an Urlan, which is the main point of contention. Many Old Gods faithful struggle with Urlan, and refuse to see him this way.
*'''Worship:''' Elkonur is worshiped through the act of Sammenfest, a festivity that can happen once every two weeks in which the faithful celebrate their culture(s).
*'''Manifestation:''' Elkonur has manifested many times, always to protect Helbolwen, Skaarna, Vaarna or other such faith servants under threat from Aesir Fjandi.
*'''Individual:''' Elkonur is massive when he appears, charging at the enemy with his bright glowing ivory horns, and charging them into the afterlife.
*'''Worship House:''' Elkonur's largest Temple is the Throon Cavern inhabited by the Hurltak Throngs, who fiercely worship him, deep in the Isldar Wastes.
*'''Relations:''' Elkonur is the son of Halfvel, who disguised as a beautiful mare to distract and stop a godly Elk from eating the branches of the Tree of Life.
*'''Other Notes:''' Many Velheim Old Gods refuse to acknowledge Elkonur as Urlan, even though he absolute is, while Ceardian Old Gods refuse to see him as a non-Ailor.
*'''Other Notes:''' Elkonur's glowing ivory horns are supposedly so powerful that even the Aesir fear them, able to cast away Spirits and Fjandi with no effort.
*'''Other Notes:''' Elkonur guards the gates of the afterlife because he is denied entry, so it is said. He opens the doors for all those worthy to ascend to the Gods.
*'''Other Notes:''' Elkonur is the only actual Urlan Old God, though Urlan often depict all other Old Gods as Urlan also, even the beastlike for themselves.
*'''Other Notes:''' Elkonur has become especially relevant in recent times, as he has become a symbol of holding onto Old Gods (Velheim) tradition in a modern world.
* '''Cellik Variant:''' Elkonur's Cellik variant is never depicted as an Urlan, instead as a man with a dark complexion, whose name is Terrond, otherwise the same.
|}


==Aesir==
==Expanded Lore==
The Aesir are not created in Unions, but rather in opposition to one another. Vaarda, while a realm of infinite pleasures and satisfaction, is also a realm of inherent chaos. Old Cearden culture was not devoid of its extreme expressions of violence and glorification of warfare and killing, and as such, there is a constant "game" happening between the four Princes in Vaarda who battle each other with armies of souls belonging to them, each an immortal warrior who lives and dies over and over again. Odal and Faellan struggle over honesty from west to east, and Dreikar and Eikki struggle over pleasure from north to south. Odal hates everything deceitful while Faellan represents it, and Dreikar loves the violent kind of pleasures which Eikki hates, preferring the fun kind. Rand meanwhile, sits at the center of it all in his great crystal palace, a master over this chaos who makes the lesser Aesir fight among each other so that he becomes the most powerful among them and their All-Father.
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.
===Rand, The Great Betrayer===
===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.  
|[[File:Treeghvfjgfdevilbetrayer.png|220px|thumb|left]]
===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.
*'''Identity:''' Rand, The Great Betrayer, was not born with the pantheon, but forced his way in and became the closest equivalent of the devil in Old Gods who made Hel.
==Expanded Gods Lore==
*'''Themes:''' Rand's themes are betrayal, control, Fjandi, fall from grace, those without Soldi, and the world in between imellomgård, where the honor-less lie.
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.
*'''Depictions:''' Rand does not have a consistent appearance because he never manifested, but many Old Gods worshipers depict him as a beast of a man.
===Bard===
*'''Worship:''' Rand is worshiped, mostly in a fearful way. The act of wearing a necklace depicting Rand's eye to ward off his gaze is common among the faithful.
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.
*'''Manifestation:''' Rand is not known to manifest in the world outside of Vaarda, his own home, which has made the recent appearances around Regalia quite disturbing.
*'''Individual:''' Rand has two known rules, one: he does not enter a house without being invited in and two: he never takes power, rather he waits for it to be given freely.
*'''Worship House:''' Rand's largest temple is the realm of Vaarda itself, though not having access to this, Aesir worshipers flock to the Vaarda gates instead.
*'''Relations:''' Rand is hated by every Vanir, but they have invariably made bargains with him over the history of the Old Gods, making his relations complicated.
*'''Other Notes:''' Rand is commonly accepted by Ailor and Nelfin scholars, to actually be the Power Arken, who is also the main antagonist of the Dwarves.
*'''Other Notes:''' While the Vanir don't have a God among Gods, Rand fulfills this role among the Aesir, seen as the King of the Aesir and the most powerful one.
*'''Other Notes:''' It is said to whisper ill or destroy that which belongs to Rand, allows him by Old Gods Law to claim the soul of the defiler, something that scares many.
* '''Cellik Variant:''' The Cellik variant of Rand is called Devil, so that this word also exists in our lore and can be used without breaking canon phraseology.
|}
===Odal, Prince of Vengeance===
{|
|[[File:Treetyujgrfhgdfh.png|220px|thumb|left]]
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*'''Identity:''' Odal is the son of Bard, born when Bard’s anger caused a thunderstorm that cut branches off of the Tree of Life, crushed a family of hedgehogs below.
*'''Themes:''' Odal’s themes are revenge, overcoming, conquest, magic, corruption, and the indomitable spirit. Odal is sometimes considered good, sometimes evil.
*'''Depictions:''' Odal was once a Vanir, but became an Aesir, angered by the inaction of the other Gods at the suffering of mortals, his spirit was corrupted by the Betrayer.
*'''Worship:''' Odal worship is offering him food and goods in a ritual fire to stave off his vengeance. Odal’s Avengers is a cult of for-hire revenge seekers, called Odalv.
*'''Manifestation:''' Odal has been known to personally manifest, particularly to protect the respect and honor of the Great Betrayer, when Old Gods worshipers defile him.
*'''Individual:''' There are many tales of Odal showing up to kill Vanir fanatics attacking Aesir priests and faithful, as well as sinking whole fleets set to attack Vaarda.
*'''Worship House:''' Odal has lingering shrines decorated with blue-painted horns, but only because people are afraid he’d destroy them if they destroyed his shrines.
*'''Relations:''' Odal is the twin brother of Adal, and is constantly fighting Bard to force his will onto the Vanir, It is said only he can challenge Bard.
*'''Other Notes:''' Odal is the Fjandi Prince of the West, of Vengeance, he rules the mountainous west of Vaarda, where thunder and blizzard coalesce into a chaotic storm.
*'''Other Notes:''' Odal is sometimes sought out by those wishing to be possessed, becoming Odalv, the Cult of Odal, who enact his vengeance on the world.
* '''Cellik Variant:''' The Cellik Variant of Odal is called Cynesige, while the Cellik version of the Odalv are called Sigeryk, though otherwise all is identical.
|}
===Dreikar, Prince of Horror===
{|
|[[File:Dreki.png|220px|thumb|left]]
|
*'''Identity:''' Dreikar is not a natively Old Gods born God, but a Fjandi from the Hell made by Rand in the likeness of Dragons, becoming the Horror of Winter Frost.
*'''Themes:''' Dreikar's themes are slaughter, destruction, maiming, carnage, violence, power makes right, and the consuming of the weak in glorious fire.
*'''Depictions:''' Dreikar appears like a draconic humanoid with four arms and several tails, his body adorned with jagged spikes of ice and snow frost.
*'''Worship:''' Dreikar's worship is perhaps the most violent of all, to sate a bloody carnage or bloodlust, being an Old Gods worshiping Vampire is permitted to him.
*'''Manifestation:''' Dreikar is not known to manifest outside of Vaarda, as his home is the frozen cold north of Vaarda, where the sun yet shines warm to deceive.
*'''Individual:''' Dreikar is however commonly believed to occur in Nightmares, invading people's peaceful mind and giving them anxiety in their sleep and worry during day.
*'''Worship House:''' Dreikar has several shrines, particularly in Ellador, where fear-worship of him became popular following the freezing of the Ellador continent.
*'''Relations:''' Dreikar is hated even among the Aesir as "giving them a bad name", for all the hypothetical evil they do, it has reason. Dreikar just likes slaughter.
*'''Other Notes:''' Dreikar has a brood, the so-called "Drekki", which is a wild and fiercely violent Fjandi-possessed crocodilian species on six legs that roams old Ceardia.
*'''Other Notes:''' Dreikar is considered a "Drake", not a "Dragon" to the Old Gods faithful, there is a difference, and an Old Gods faithful would never mistake the two.
* '''Cellik Variant:''' The Cellik Variant of Dreikar is called Drann, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Eikki, Prince of Pleasure===
{|
|[[File:Eikki.png|220px|thumb|left]]
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*'''Identity:''' Eikki was born the Vanir of Desire, but drank from the Godnectar of the Tree of Life, granting him greater godhood, and corrupting him to Aesir.
*'''Themes:''' Eikki represents the forbidden fruit, desires untold, debauchery, pleasure seeking hedonism, beauty and attraction made manifest, a dark bargain.
*'''Depictions:''' Eikki appears very much like his old Vanir appearance, but his intoxication on Godnectar is obvious, from it leaking from his barrel and mouth.
*'''Worship:''' Eikki, while Aesir, is actually worshiped quite frequently among the Vanir, even those who abhor the other Aesir, because of his more benign pleasures.
*'''Manifestation:''' Eikki is known to occasionally enter the real world from Vaarda, letting mortals drink but a drop of Godnectar, giving them Magic, and a Fjandi to boot.
*'''Individual:''' Eikki's curse is sometimes placed on children from single parents, sneaking into their bedroom at night, and feeding them a drop of Godnectar.
*'''Worship House:''' Eikki's largest Temple is the Druid Circle in Valadia, recently discovered at the heart of this tribal homeland of the Valadian Velheim.
*'''Relations:''' Eikki is known as the great seducer among the Vanir and Aesir, believed to be able to mingle with both of them without too much issues.
*'''Other Notes:''' Godnectar isn't a real substance, or so it is claimed. It is more the metaphorical concept of dabbling with Void/Exist Magics beyond comprehension.
*'''Other Notes:''' Eikki is the Prince of South Vaarda, his realm, where the souls that belong to him live in endless bliss and pleasure, in its golden orchards of plenty.
*'''Other Notes:''' Drinking Godnectar is supposedly the one rule that was ever placed on the Vanir among them, to never drink from the tree's sap, and Eikki broke it.
* '''Cellik Variant:''' The Cellik Variant of Eikki is called Elrik, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Faellan, Prince of Snakes===
{|
|[[File:Heitti.png|220px|thumb|left]]
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*'''Identity:''' Faellan is, similar to Dreikar, a Fjandi entity made by Rand to serve as the Prince of the East, a Prince of Treason and Deception.
*'''Themes:''' Faellan represents the themes of deceit and manipulation, of gaslighting and reality warping illusions and constructs, driving others insane.
*'''Depictions:''' Faellan appears like a green feline-like humanoid with an extremely long feathered tail colored like the evergreen gardens of East Vaarda.
*'''Worship:''' Faellan is worshiped by those who wish good things to come to their plots, schemes, and plans, with the lord of manipulation aiding their pursuit.
*'''Manifestation:''' Faellan is not physically known to manifest, but it is said he looks through the eyes of all snakes, and sometimes speaks in split-tongue.
*'''Individual:''' Faellan's snakes have been known to assassinate important and powerful Velheim rulers over the years, so much so that his name became a curse word.
*'''Worship House:''' Faellan's largest Temple is the Snake-Grass Hill, though it is never in one place, it teleports all over the world when he wants it to.
*'''Relations:''' Faellan is mistrusted and despised even among the Aesir, Odal in particular has a burning hatred of him and clashes with him frequently.
*'''Other Notes:''' Faellan's name has become a curse-word "Faen" in the Velheim language, which can best be translated as "Screw it", or "Shit".
*'''Other Notes:''' Faellan is respected, even among non-Old Gods related Fjandi, as a very powerful manipulator that should be feared with reason.
* '''Cellik Variant:''' The Cellik Variant of Faellan is called Fallan, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Thirun, Lord of Dawn===
{|
|[[File:Pridegod.png|220px|thumb|left]]
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*'''Identity:''' Thirun is the Lord of Dawn, one of the four Courts of Day, commonly also known both inside and outside Old Gods as the Pride Arken.
*'''Themes:''' Thirun represents the themes of pride, ego, vanity, magical power, powerful successors and descendance, and legacy to name.
*'''Depictions:''' Thirun is a well-seen individual due to his very active tenure in Regalia, so many would recognize him in an instant when seen.
*'''Worship:''' Thirun is worshiped by those who want more magical power, to whom what they were born with is not enough, and to those who wish legacy.
*'''Manifestation:''' Thirun manifests frequently in Regalia and the wider world, he is in fact the most active of the Aesir by far.
*'''Individual:''' Thirun's interactions are usually centered around his children, who are in fact not Godborn, but Void Silven instead.
*'''Worship House:''' Thirun's largest Temple is Magic-Throne Temple in Eltalande, though the site is mostly in ruin following centuries of war.
*'''Relations:''' Thirun has never outwardly confirmed membership of the Old Gods Pantheon, but has curiously also always dodged the question.
*'''Other Notes:''' Thirun goes by many names, his re-incarnation is well known among the Old Gods faithful, with his current name being Ott.
*'''Other Notes:''' Thirun is understood to have immense Magical power, and is often worshiped by those who thirst for more magical power.
* '''Cellik Variant:''' The Cellik Variant of Thirun is called Thoron, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Finbul, Lord of Midday===
{|
|[[File:Tarbengod.png|220px|thumb|left]]
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*'''Identity:''' Finbul was once a Finullen commander on an Elven slave-ship, who defeated and tricked Eikki into letting him drink the Godnectar.
*'''Themes:''' Faellan represents the mortal achieving godhood, but also that of generals, commanders, politicians, and the threat of Elves.
*'''Depictions:''' Finbul is always depicted in his command robes from the Allorn Empire era, and still looks relatively normal for an Aesir.
*'''Worship:''' Finbul is worshiped by those who wish the god of deceit in battle and divine command to guide their tactics and strategies.
*'''Manifestation:''' Finbul is not known to manifest, but his military strategies are recorded in the Battle-Songs of Finbul scattered across the world.
*'''Individual:''' Finbul's Battle-Songs are much fought over artifacts that grant superhuman command and general or admiral skills to their wielders.
*'''Worship House:''' Finbul's largest Temple is the Songs of the Sea Academy in Ennehaven, the only Old-Gods military academy where general command is taught.
*'''Relations:''' Finbul is known to dislike all other Aesir, preferring to have been Vanir, but he was denied this blessing because he drank Godnectar.
*'''Other Notes:''' Finbul's name is his original name when he lived over 4000 years ago, he had a family, but this family was killed after he became an Old God.
*'''Other Notes:''' Finbul is sometimes mistaken with Morrlond by Elves, and though they have some sort of connection, they are not the same God.
* '''Cellik Variant:''' The Cellik Variant of Finbul is called Elvand, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Svol, Lord of Dusk===
{|
|[[File:Grimliar.png|220px|thumb|left]]
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*'''Identity:''' Svol, also sometimes called the Grim Fox or the Grim Liar, is the Lord of Lies who takes pleasure in the very act of lying itself.
*'''Themes:''' Svol only represents lies and nothing more. How he keeps getting away with lies while anyone could reasonably assume he only lies, is unknown.
*'''Depictions:''' Svol is often depicted as a red-furred fox, usually as a background character or supporting character to Rand, to whom he is seen as a messenger.
*'''Worship:''' Svol is worshiped only to strengthen one's own lies, or to help one's self be shielded from the lies of others, and to gain divine insight into their dishonesty.
*'''Manifestation:''' Svol has not been known to manifest in thousands of years, but was supposedly involved with Jord and Gro to communicate Rand's bargain and deceit.
*'''Individual:''' Svol is more often depicted in Old Gods art as the ever-present threat of liars and dishonesty, or to imply deeper meaning to specific pieces of art.
*'''Worship House:''' Svol does not have any worship houses, worship of him is very individual, and usually just done through the warding-eye talisman that wards off lies.
*'''Relations:''' All other Aesir think Svol is a disgusting rodent (fox actually) but Rand is very much endeared to him, and Faellan sees him as a little brother.
*'''Other Notes:''' One might observe that Faellan and Svol are similar, but they are not. Faellan is magical and clever, Svol is just a lying fox.
*'''Other Notes:''' It is unknown how Svol came to be, but many suspect that he was simply made by Rand because Rand does not much talk to others.
* '''Cellik Variant:''' The Cellik Variant of Svol is called Grimmvir, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
===Othal, Lord of Midnight===
{|
|[[File:Wofydgodd.png|220px|thumb|left]]
|
*'''Identity:''' Othal is the God-like Marken, cursed by Bard but howling with such hatred and defiance that he scared away the sun from the sky.
*'''Themes:''' Othal's themes are defiance, standing up for one's self, exceeding expectations, survival, and turning a curse into a blessing in disguise.
*'''Depictions:''' Othal appears always like a Marken with midnight blue fur, he is usually depicted in wood carvings as scaring the sun out of the sky.
*'''Worship:''' Othal worship is particularly popular among those of Old Gods who want to use Markenism as a power boon for themselves, or to defy the Vanir.
*'''Manifestation:''' Othal is not known to manifest in Aloria, though there are implications that he once existed, and that he might have been an Archmage.
*'''Individual:''' Othal represents what many Old Gods faithful consider the "evil" variant of Marken, if Halfvel followers can be considered "good" Marken.
*'''Worship House:''' Othal has numerous temples all over the world, but the largest is rumored to be the Winterspike Caverns in Talahm Gall, Gallovia.
*'''Relations:''' Othal is surprisingly well liked by all Aesir, but deeply hated by the Vanir, who it is said he hunts day and night while the sun flees his sight.
*'''Other Notes:''' Othal is notably also a point of interest for Vampires because there is some truth in him cuasing eclipses, which do not naturally happen in Aloria.
*'''Other Notes:''' Othal's followers in Talahm Gall call themselves his offspring, but whether this is truth of some hidden line of Godborn, is not yet known.  
* '''Cellik Variant:''' The Cellik Variant of Othal is called Othulv, while all other aspects of the God are identical to the Velheim Old Gods version.
|}
=The Nuance of Aesir=
While Rand is often treated as the devil by the Vanir, and many of the Vanir supporters, morality is not as simple as is implied. When the first Old Gods worshipers appealed to their gods to save them from the constant Nelfin raids and attacks on their fledgling communities, the Vanir were unwilling or incapable of acting to save them. In retrospect, it is likely the case that the Vanir were simply much weaker than the Estellon Gods, which lends credibility to the idea that not all religious gods are born equal. Gro and Jord however, sought out the Aesir who supposed did have the power to save the faithful from the clutches of the Nelfin, and thus struck a bargain, in which the Old Gods faithful would be kept safe and protected from the Allorn prying eyes and slave fleets, while they would also be given a means to grow and prosper, in exchange for certain liberties. The exact details of the bargain are barely understood in the modern day, because Old Gods dogma was never written down and these events occurred thousands of years ago.


Folklore has it that when the deal was accepted, Gro and Jord were immediately expelled, but that the whole of the Old Gods faithful was absorbed into Vaarda, a dimension separate from Aloria in which they lived in extreme undying bliss with never ending supplies of food, medicine, and pleasures. From here, the exact actions of the other Vanir is also quite unclear, though there is some implication that they ended up working with the Aesir, to "make the best out of a bad situation". After all, while the Vanir hated Rand, Bev did make the Vaarda Gates, and supposedly Hagen made the Keystone Artifacts used to open and close the gates. Thus, Old Gods faithful colonization spread across the world like wildfire, because they could travel through Bev's gates in a matter of seconds across vast distances, and had the supplies of Vaarda's orchards and grain fields to support their population boom. At a certain time however, the people realized this was a poisoned fruit, and that there was no way to disagree or criticize Rand or oppose the Aesir, as even though the Vanir had been wary of him, the people saw only his blessings at first but turned on him later. They came to realize, that anyone who offended him, had their souls ripped out, and given to him to own. Furthermore, those who would die without honor would be condemned to the Imellomgård, or the "world in between" the living and the afterlife, where they would equally belong to him.  
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


Before long, a revolt brewed, which the Vanir made use of, thus leading the Old Gods people away from Vaarda and into the open world, while also using the Keystone Artifacts to close Bev's Gates. The legacy of Rand is thus complicated. The Aesir saved the Old Gods people from being annihilated by the Nelfin slave fleets by hiding them, and also gave them the means to become the most populous of Ailor cultures to spread the furthest across the world. But also, many Old Gods faithful souls were condemned to his Hell (or Hel, the spelling differs from place to place). To this day, the Aesir still own countless souls as their slaves either for offending them, or dying an honor-less cur, thus making them entities worth acknowledging, even for those who are die-hard Vanir supporters and hate the Aesir. Religion is complicated in the Old Gods, because it strictly acknowledges from the Vanir perspective what is their canonical evil, but then also finds way to make worshiping that evil permissible and even ethically correct. The Aesir did save the Old Gods people, as have the Vanir, and the Vanir did betray their allies, as did the Aesir.
=Old Gods stance on Magic=
The exact views of Old Gods on Magic are complicated. In general, Magic is considered benign, it is like a sword that is only as evil as the person wielding it, and the skill to master Magic is seen as a blessing of the Vanir (who are powerful in Magic). The Old Gods don't consider Magic evil or bad in any particular way, though there is a varied interpretation on whether it is applied by the Vanir or Aesir. In general, Vanir Magic is considered simpler, more muted and less harming, like healing or light Magic that is aimed to support and soothe and heal. Aesir Magic on the other hand is chaotic and violent, more potent, but by nature of their masters far more dangerous. Magic granted by the Vanir is thus seen as weak but beneficial, while Magic granted by the Aesir is considered strong but dangerous. Godnectar is considered the holy grail of Old Gods Mages: A substance that like Eikki, makes them both physically and magically more potent, though only rumors have ever existed about it. Finally, the Old Gods faithful do acknowledge the scientific establishments of Void and Exist, but do not acknowledge the dimensional nature as independence forces. That is to say, they do not believe that Magic can simply come by itself, it is being allowed or helped into the world by the Old Gods, and thus always has the touch of the Vanir or Aesir on it.
=Priestly Activities=
* The clergy in general are all considered Sammun, meaning they should acknowledge the godhood of both Vanir and Aesir, though this does not preclude them from having preferences. A priestess may for example strictly state that while she brings offerings to the Vanir and Aesir alike, that the Aesir are there more to be "feared" while the Vanir are there more to be "loved", but they should never outwardly reject or exclude someone for worshiping the Aesir or the Vanir. Priests, and all religious figures indluding the Skaarda and Velsang, are expected to be above the religious differences.
* Those that believe only in the Vanir call themselves Vanirik, they depict the Aesir strictly as evil Fjandi who do not deserve worship, and should be fought against. Those that believe only in the Aesir call themselves Aesirik, they depict the Vanir as weak and undeserving of worship, and should in general be avoided and ignored to wallow in their pitiful existence. It is possible to be Vanirik and still worship Eikki on the side, while rejecting the other Aesir, while it is also possible to be Aesirik and still worship Bard for power while rejecting the other Vanir. Old Gods doctrine in general is complicated and has many shades of gray.
* The Valsung, is a religious figure that "sings to the dead". Valsung are mortuary individuals who both carry the dead to the Helbolwen (an Old Gods crypt), embalm the dead with the song of the dead, and inter their bodies in these crypts. Helbolwen also administer rites to the dead, put them down if they turn into wicked Undead, and perform rites and song rituals for the mourning family members and friends of the dead when they come to visit.
* The Skaarda, is a religious figure that "shields the dead". Skaarda are protectors of the Helbolwen and the Valsung. While Valsung should be able to protect the Helbolwen from inside, Skaarda protect it from the outside. Skaarda are the unofficial answer of the Old Gods people to Viridian Knights, a mirror reflection of them, an order of faith bound warriors who protect the Old Gods religion from outsiders and defilement.
* The Laarna, is a religious figure that "tells the names". Laarna travel the lands to record stories of those who have passed away, with particular care given to recording their name, as the Old Gods faithful believe that the time when someone truly dies, is when their name is whispered or spoken for the last time, and then all memories of them pass into non-existence. Laarna try to preserve their names in recitations at Temples.
* The Synna, is a religious figure that "speaks with gods". Synna is not strictly a job, but can be an addition to either Laarna, Skaarda, or Valsung. Synna is best described as a religious promise to uphold the belief, and share the belief with those who want to hear it, and to provide worship services to a listening audience. To be a Synna can thus best be described as being an unordained priest, but since Old Gods does not have a hierarchical clergy, nobody has to acknowledge a Synna if they do not like what they are preaching.
* Communal worship of Old Gods can occur through so called Messe, an Old Gods version of communal worship among Unionists, where faithful come together to listen to a myth or legend retelling of the Old Gods by a Synna. Because the Old Gods religion has so many local variants and versions of the Gods, you as a roleplayer can reasonably just make up some legendary tale about Bard fighting some entity, or Hagen and Tove defeating some intelligent being at its own game by debating it, and it will all be lore canon, because these stories simply follow the general themes of the Gods, and aren't strictly found in fact. That is in fact the whole point, not to tell a factual story, but to remind the faithful what these gods stood for, and to encourage their inspiration and creativity.
==Trivia==
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|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty, SevenBirds
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[[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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