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{{Info religion
{{Info religion
|image = VelTap.png
|image = VelTap.png
|pronunciation = Old-Gods
|pronunciation = For-noss (like Nosferatu) (clear pause between the two).
|origins = [[Old Ceardia]]
|origins = Presumed roughly 15,000 years ago.
|deities = 8 primary Herrehem (Archgods) and 3 each Maarda (part-gods) each belonging to a Herrehem.
|deities = Two distinct Pantheons of 7 Gods each.
|subsects = [[Velheim]], Riklander, [[Fridurfolk]], [[Zvorun]] variant, and Highland & [[Breizh]] variant.
|subsects = Some regional variance and naming changes.
|}}
|}}
Old Gods is the oldest [[Religion]] known to the [[Ailor]] [[Race]], predating any and all religions, but also being wildly different from its original inception due to the constant modification as the centuries passed by. Old Gods is inherently a very disorganized religion, meaning that regional differences and small custom exceptions may exist, though generally speaking, its core principles are well followed. Among the [[Velheim]], Old Gods is by far the most practiced religion, and all major changes and religious sites also exist in their lands. Other notable populations of Old Gods worshipers exist in the Highland Territories among the [[Caeren]] and even some [[Dunbrae]], [[Fridurfolk]], [[Tarkkin]], [[Höglander]], [[Zvorun]], and even [[Vladno]] populations, particularly in the northern mountain regions of [[Drixagh]] where [[Unionism]] reverted back to Old Gods. Old Gods is a polytheistic religion, setting it apart from most other Ailor religions, though it has many aspects in common with the [[Faith of Estel]], and is often accused, by [[Altalar]], as a copy of the Altalar faith even if Velheimers will violently disagree with this assertion. Old Gods as a religion shrunk considerably since the creation of Unionism by [[Theomar]] at the rise of the [[Regalian Empire]], however it remains a massive religion for the Ailor, far outclassing all other minor religions isolated to various cultures, and second only to Unionism. To some Unionists even, Old Gods has a certain allure of freedom and spiritual absolution not revolving around back breaking work or self sacrifice. While Old Gods is certainly shrinking in the [[Regalian Archipelago]], where whole regions have not a single worshiper left, elsewhere, Old Gods is actually on the rise as populations among the Velheim and Heartland Ceardian kingdoms continue to grow due to an increase in welfare, following their introduction into the Regalian Empire, increased food supplies, and Regalia’s relatively moderate religious freedom laws.
Fornoss is one of the earliest [[Religion]]s of the [[Ailor]] [[Race]], that survived thousands of years of conversion by other Religions as well as attempts to be eradicated by various nations, as one of the few surviving so called [[Pagan Faiths]]. Unlike the other (mostly) dead Pagan Faiths, Fornoss 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 also called the Old Gods Religion, but this is not a historically correct term. The Gods are not old from a pure chronological perspective, and it is certainly not the oldest Religion in Aloria. This term was mostly popularized by the Ailor, who when reviewing only their own 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. It is said that the Eili Gods were born at the foot of the tree Arne surrounded by Dragons, though it is unclear if these refer to the [[Draconism]] Dragon Gods, or just the folktale version of Dragons which may also have been Skywyrms (mythical flying reptilian creatures from Velheim belief which are not Dragons, nor [[Wyvern]]s). There is also some theological debate about whether Arne is actually the Draconist Goddess Daiana, because no Tree of Life has ever been found elsewhere, but most Fornoss believers hold onto the version that states Arne is not a Dragon. 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 Oldt Tera ([[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 misery and slavery 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 as two distinct unions, and the Fornoss people were finally given safety in Volaheim's embrace through the Vaarda Gates. For thousands of years, the Fornoss followers spread across the world through the Vaarda Gates, until Svartskra.


==Etymology==
==Core Beliefs==
Among the Velheim and Highland Ceardians, there is no real official term for Old Gods, rather, the term was invented by the Regalians upon the creation of Unionism to create a clear distinction. To the Velheim and other Old Gods believers, the Old Gods simply are “The Gods”, and so there is no official term for them. Commonly however, Velheim and other Old Gods worshipers accept that for the sake of easy communication, the term Old Gods suffices. It is curious to note, that Unionism, Unionist Scholars, and even Unionist Clergy never fully reject or debase Old Gods as a religion. In fact, it could be claimed that because of their distinction between the “new god” (namely the Spirit) and the Old Gods, that they universally accept that the Old Gods dogma was true, but that with the blessings of the Spirit, they became redundant, or subservient to the [[Regalian Emperor]]. Indeed, the clergy have no official stance, and the Creeds do not have any particular concept of denying Old Gods as a true faith, rather simply stating that upon the arrival of the Regalian Empire, the Spirit deemed the Ailor more worthy than the Altalar for the mantle of the world, and sought to raise up paradise through them and for them. Old Gods as such was mostly left behind as a cultural and traditional curiosity, and it is notably that relaxed attitude towards Old Gods, that has mostly kept their religion alive amid aggressive proselytization and missionary activities. Even the [[Skagger Wars]] were never truly about religion, even if some Emperors used the concept of Holy War to rile up the masses to fervor, as the Velheimers were allowed to keep their religion intact in Drixagh in particular.
The Fornoss Gods are divided between two distinct Pantheons, the Eili who are generally considered mindful and virtuous but restrained, and the Vola who are generally considered opportunistic and selfish but powerful. The two Pantheons represent the two halves of any person's soul, filled with desire to do good by others, and desire to do good by one's self. It is important to stress here that there is no ontological morality that can be assigned to either Pantheon. While some Eili create the impression of being purely benign, they are in ways just as flawed as mortals and have desires and wants and needs that can cause them to commit great misdeeds, such as the time when Bard cut off Svol's arms because Svol refused to participate in Bard's punishment of the faithful for small misdeeds. Similarly, Hrymrøk foments chaos and anarchy wherever and whoever she touches, however even when cities crumble and burn, does the destruction give way to the liberation of the enslaved Fornoss followers that lived in the undercities. While generally speaking all Gods have good intentions for their followers, they are all equally capable of cruelty, misguidedness, deceitful or selfish actions to preserve their worship, which speaks to their vanity. However, because Soldi inherently represents helping others, and Svaldi represents using others, the faithful still draw lines in the sand and dictate morality on each other based on their personal beliefs, even if there is no theological reason to reinforce it. There are some people who worship only the Eili called Eilirik, and some people who only worship the Voli called Volirik, while a person who worships both is called a Hvarkirik. These three groups tend to conflict with one another for religious reasons, but usually unite when facing an external threat, like they did during the Skagger Wars against Regalians. Fornoss does not have a strict list of Virtues and Vices, rather, source the list of Soldi and Svaldi enriching activities from the Gods and Goddesses section.  


==Pantheon==
===Soldi & Svaldi===
Old Gods, because of its central lack of clergy or a unifying clerical body (like the [[Unionist Sancella]]), does not have the same exact consistency across all lands. There exists a diversity of ideas and traditions from region to region, culture to culture, and even nation to nation. Generally speaking however, Old Gods are divided among polytheistic and pandeistic lines. The former claiming that all gods were born as seperate and unique individuals, the latter claiming that all gods were born from a single all-god, who after creation ceased to exist as a single entity and instead became many. The different terms used for these two spiritual denominations are Fleregud, and Enkelgud, or Flere and Enkel.
Soldi and Svaldi are two very important terms that accompany the Fornoss believers throughout all their lives. In the simplest of terms, Soldi is honor derived from virtue, while Svaldi is honor derived from opportunism. Soldi and Svaldi can be seen as resources that souls accrue in life as they grow older, and the goal of any Fornoss believer generally is to acquire high Soldi or Svaldi and be permitted into the afterlives of the Eili and Vola. Some might even consider trying to acquire both, a difficult balancing act, but if successful, might result in the very Gods themselves playing games of skill and wit to secure the soul for their own afterlives. This can sometimes result in a so-called Hvitdraugr, who is [[Undead]] Draugr until such a time comes that the Gods have finished their conflict over the person's soul (if they stay alive for that long in an Undead unfriendly world). Finally, it is also possible to lose Soldi or Svaldi from actions that go against the tenets of the Gods. It is in fact possible to lose all Soldi or Svaldi all at once, but this is usually not a complete disaster. Either honor can be restored, and can in fact be restored by another person. It is not uncommon for a father to lose all Soldi, resulting in their son beginning a quest to restore Soldi in his name. When offering his achievements up to the Gods, he offers them in his father's name, resulting in the Gods restoring the Soldi of his father. It is even possible to do this for people who have already died and passed into Imellomgård (purgatory), or who have come back from Imellomgård as Draugr Undead. In such a case, the living must restore their Soldi or Svaldi, after which they are released and restored to the proper afterlife, and in rare cases, to life either as a living person or a Revenant [[Spirit]].  
===Unions===
There are, primarily, eight Herrehem (Archgods) in the Old Gods faith. Archgods is not a term used within the Velheim or Common language, rather, it is a Regalian distinction to create a clearer boundary between the Herrehem and Maarda, as the Velheim call them. The Old Gods faith has a form of derivative god birth where each Herrehem in theory exists out of the combination of several Maarda (part-gods), but these Maarda are also individuals. Furthermore, of all the eight Herrehem, each of them are paired in two called Unions or Gudpar in Velheim, with various religious implications. Beyond that, Maarda are also capable of interacting with mortals and the living, and as such, Maarda are also capable of siring demi-gods among the people, something that commonly is a recurring theme in Old Gods folklore. To understand the Herrehem, one must first understand the primary Unions and what they represent.
====Union of Fire====
The Union of Fire is commonly described as “all that feels”, and that is roughly what the Union of Fire also represents. Their primary element is fire, representing protection, parentage, passion and rage, and a wider variety of emotion. The Union of fire is supposedly responsible for all the feelings and emotions that the mortals have, and in ways also affect their emotions during the daily life, depending on their favor or disfavor.
====Union of Air====
The Union of Air is commonly described as “all that wants”, and that is roughly what the Union of Air also represents. Their primary element is air, representing freedom, change, ceremony and combat, and a wider variety of human needs. The Union of Air is supposedly responsible for the needs and wants of people (detached from emotion, which belongs to Fire). The Union of air is commonly blamed for all calamities in the world.
====Union of Water====
The Union of Water is commonly described as “all that perils”, and that is roughly what the Union of Water also represents. Their primary element is water, representing grief, fear, treason and death, and a wider variety of pestilence and misfortune. The Union of Water is supposedly responsible for all the bad things that happen on a personal level for all mortals, but has a duality in that it also represents acceptance, forgiveness, peace and tranquility. The Union of Water is more complicated, because it not as strictly positive like the Union of Fire, or (almost) strictly negative as the Union of Air. It represents both good and bad sides of death and sorrow.
====Union of Earth====
The Union of Earth is commonly described as “all that knows”, and that is roughly what the Union of Earth also represents. Their primary element is earth, representing will, justice, learning and yearning, and all knowledge based aspects. The Union of Earth is supposedly responsible for storing all information and knowledge, memories and remembrance.


===Herrehem===
===Eiliheim & Volaheim===
====Lensa====
Unlike all other Religions, Old Gods has two afterlives, the Eiliheim which is the paradise of the Eili Pantheon, and the Volaheim which is the paradise of the Vola Pantheon. There exists also a realm in between, but this is not really classified as a paradise and more like a purgatory called Imellomgård, which literally translates to the land in between. While Eiliheim and Volaheim are described as places filled with the luxuries of life and pleasures of mortal life made immortal, Imellomgård is a land devoid of color, song, happiness and purpose, where souls who are refused entry into the other afterlives are forced to wander for all eternity. To enter Eiliheim, a person must have high Soldi, and to enter Volaheim, a person must have high Svaldi. If a person has neither in adequate quantity, or offended both Pantheons by having negative Soldi or Svaldi, they are condemned to Imellomgård to wander the mirror-wastes for all eternity. Though, Undead sometimes come back from Imellomgård in the form of Draugr Undead, if their bodies were not properly interred in the Helbolwen burial sites.  
Lensa is usually depicted as a woman with exceptional beauty, long hair flowing all the way to her ankles in a variety of braids and golden blonde. She usually has a variety of feathers and green budding twigs in her hair, her body covered with various pieces of traditional male body wear, such as male-fitted armor or male pants and shirts. Rather than being an outright cross-dressing god, the implication here is that beauty can be found in even the rugged of man, a reflection of their subjective beauty through the judgement of the beholder. Lensa is tall, moves with poise, and the wind always sweeps her hair in ways that accentuate her tallness and floaty movements. It is common for Velheim to compare a woman they love dearly to “the beauty of Lensa”, or to call their sweetheart a Lensån, meaning daughter of Lensa. Lensa is commonly believed to be of a soft temperament, caring and loving, soothing and embracing. In other ways, she also represents the obedience and loyalty of children, and the closeness of friendship and lovers. She is bound to Ellmår in a same-sex female union, though is sometimes also considered Ellmår’s daughter in other regional variances, where their Union represents the dedication of parents and children to each other instead of lovers. Those who dedicate their identity to Lensa, have a tree-like tattoo applied to the nape of their neck, running from the top of the spine adjacent the shoulders, to the lowest edge of their hair. This tree represents Lensa’s wide and covering care, the shade of her embrace sheltering the person’s heart.
====Ellmår====
Ellmår is usually depicted as a woman with exceptionally strong masculine features, short hair and with a very strict and average face, with fiery red hair. She usually has a variety of chains and necklaces around her neck, as well as belts around her arms that represent the duty of parentage and the bonding of offspring. Ellmår wears traditionally female clothing such as long flowing dresses and knee-high skirts with sashes and over skirts. Rather than being an outright cross-dressing god, the implication here is that any parent can take any role they need to for a child, and that a woman and a man are both equally capable of acting in a parental role. That being said, the existence of Ellmår has become a bit of a curious Regalian oddity. Some Regalians (even though they believe in Unionism), have created an exceptional fondness of Ellmår, as she (more so than Lensa) represents gender-dimorphism among religions, perhaps being the only deity that is so obviously non-gender conformist in a patriarchal and male-dominated world. As such, even if they are Unionist, some Regalians sing the praises of Ellmår through the scope of a cult or society to feel a sense of divine inspiration and connection over trials and happiness that is unique to them. Ellmår is also invoked for women who behave in traditionally male roles and societal standards. A woman who fights with the ferocity of a man is considered an Elmark, or a Warrior or Ellmår. She is believed to have a measured outwardly, yet passionate internal personality, remaining very stoic and reserved to outsiders, but extremely involved with those closest to her. She is bound to Lensa in a same-sex female union, though is sometimes also considered Lensa’s mother in other regional variances, where their Union represents the dedication of parents and children to each other instead of lovers. Those who dedicate their identity to Ellmår have tattoos of chains applied to their wrists, not as a sign of slavery, but as a sign of dedication to their family or their lover. Among Velheim, traditional chaining is not often if at all seen, which is why being chained by a Regalian guard is considerably humiliating to Velheimers, given that they see this act as a religious dedication, not a part of a judicial prison system.
====Basjtur====
Basjtur is usually depicted as a man with exceptional strength, a wide frame and a muscular body, with long hair and a body covered in tattoos, pitch black hair on his head. He usually wears nothing on his upper body, instead wearing only battle pantalons and boots, but always wielding at least one weapon, if not more. Basjtur is the simplest and easiest representation of a a warrior god, and lives up to that expectation to the T. He is always depicted in some sort of battle, either with Mærsjel as some sort of combat spar, defeating some sort of beast, or taking on a whole horde of enemies. Basjtur is commonly seen as a the guardian of the Gods, and is also the only one truly depicted taking on Demons, who are frightfully absent from the Old Gods faith, unlike Unionism. It is commonly said that through Basjtur’s blessings, the Velheim people and the Old Gods worshipers don’t have to deal with the negative side of Demons, as Basjtur is in an endless battle with them in the nether world. Basjtur is always invoked on the eve of battle or a duel, for the sake of invoking his rage and skill in battle. Inscriptions of him are placed on weapons to grant them the durability of his body, and warriors bring offerings to his name to grant god-like strength in battle. Basjtur is bound to Mærsjel  in a same-sex male union, though is sometimes also considered Mærsjel’s student in other regional variances, where their Union represents the raging beast that is liberated by the calm mind. Those that dedicate their identity to Basjtur have an axe-like tattoo applied on their back, the blades on their shoulder blades, and the stave on their spine.
====Mærsjel====
Mærsjel is usually depicted as a man with exceptional youthly beauty, a thin and slender frame of body, with short curly hair and a youthful face full with lips and rose cheeks. Mærsjel usually wears Altalar clothing, as Old Gods considers Altalar culture a high standard worth emulating for those seeking fortune in culture and art. He is never depicted without his harp or flute of soothing, often playing it, or dangling by his side. Mærsjel represents the arts and culture that flow from the freedom and liberty afforded by peace and prosperity. In many ways, Mærsjel is the natural consequence of Basjtur keeping everyone safe. Comparing someone to Mærsjel is an extreme complement of their entertainment capacity, and any tavern called a “Hall of Mærsjel” is the highest honor bestowed by an Old Gods worshiper, believing that spending time there is roughly equal to the afterlife in pleasure and comfort. Mærsjel is bound to Basjtur in a same-sex male union, though is sometimes also considered Barjtur’s teacher in other regional variances, where their Union represents the idea that no warrior or great sage is too good to learn new things from a young thinker or an amateur who is not set in their ways. As lovers, Mærsjel is usually depicted as the fawn chased by the wolf, but also the soothing tune that brings peace to the raging bear, a moment of comfort in a world of misfortune and misdeeds. Inscriptions of him are placed on the backs of paintings and in the wooden engraving of wooden instruments,
====Bev====
Bev is usually depicted as a flying cloth, devoid of a physical body inside, though it can also be depicted as a man covered in black robes with a white mask, blood coming out of the eyes and mouth sockets that are pitch black. Bev is always depicted through the frame of a mirror, as if looking into a mirror, with Bev on the other side. Bev is an often unspoken God, because it is believed that to invoke his name is to bring misfortune itself, Bev is the reason why Old Gods worshipers are uneasy with those who wear masks, in their culture, masks are seen as the faces of Bev, worn by those who wish to do Bev’s bidding, which is to cause death, but also to act as Bev’s eyes. Those who are seen by Bev are believed to be on their way to the grave sooner for each time they are seen by Bev. It is largely why devout Old Gods worshipers refuse to participate in masquerades. Bev is usually depicted in a loving and tender desire for Alu, but never being able to actually reach Alu, as he is a reflection of her in the mirror. Those that have surrendered themselves to become dealers of death have a twin-sickle tattooed across their shoulder blades.
====Alu====
Alu is usually depicted as a haunting beauty, a woman floating off the ground with long hair that is wispy and longer than her own body, extending all the way to the ground, almost holding up her body like the stand of a street lamp. She is usually depicted caressing the mirror from which she looks at Bev, or admiring herself in a reflection. In many ways, Alu represents life and the obsession that life has with itself, a mysterious longing and curiosity for death, but equally a fear for it that prevents them from utterly embracing it. Alu’s expression is always different, depending how the light strikes her face. From some angle, whe may look at ease, peaceful and kind. In other angles, she may look ambitious, sneering, prideful, and others yet sorrowful, sad and in anguish. This shows the many faces of living and being alive, and her hair represents the length of life, each strand of hair cut off, representing a person who has died, passing that single hair through the mirror to Bev like a love letter to the dead. Those that wish to strongly represent Alu have the infinite braids of life tattooed all across their chest and stomach.
====Handrin====
Handrin is usually decpited as a sagely old man, who is so old that his eyelids are permanently closed, his busy eyebrows furling over his eye sockets, and a beard that reaches all the way down to the ground. He is usually depicted seated on a great throne, but more bending over and hunched as he no longer has the strength to sit up from age. Handrin is presumed to know everything, the guardian of knowledge and fact, and forever true. Yet, at the same time, he represents the inability to move, narrowmindedness and dogma, stuck in his chair through roots that have started growing from his robes into the ground. Handrin is usually depicted seating opposite to Julvira, in a pose traditionally seen as debate among the Old Gods and Velheim. The Old Gods worshipers believe in healthy debate and discourse leading to new ideas and new contexts from which to see the world, and so Handrin always represents experience, knowledge and sageness, while Julvira represents new ideas, revolutionary concepts and upsetting established dogma with new information. Those that wish to represent the knowledge-seeker tattoo a pair of hummingbirds on the back of their hands.
====Julvira====
Julvira is usually depicted as a spritely young woman with very short hair, wearing a collection of colorful robes with exotic plants and items hanging from chains and belts on her. She is seen as worldly, travelling around the world absorbing new views and new ideas to bring back to Handrin and upset him in his established notions and beliefs by constantly challenging him. In a way, Julvira and Handrin also represent the struggle of the older generation with the newer, as well as child versus parent. Still, Julvira and Handrin can also be depicted as lovers, one who is moving ahead in the world with ambition and want, while the other is stagnant, unable to move and content where things are, representing the eventual loss of love because one partner moves faster in the world than the other. Julvira and Handrin can mean a great deal of things, which is why the Union of Earth is not as clear cut as the Union of Fire and Air. Those that wish to represent the worldly ambitions of Julvira have waves and wind patterns tattooed across their forearms and their ankles.  


===Maarda===
===Divine Mechanics===
* The Maarda of Lensa are Beauty, Loyalty, and Fertility, three women clad in dresses made of leaf and flowers each with beauty rivalling Lensa. It is often said that the three sisters compete with each other for who is the most beautiful, with beauty dolling herself up with make-up and fancy clothes, Loyalty seeking the adoration of others through their loyalty to her, and Fertility seeking the adoration of offspring. It should come as no surprise that Fertility is said to have the most demi-gods under their wing.
All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion, or becomes a heretic, but can be regained. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that.
* The Maarda of Ellmår are Femininity, Command, and Virility, three men clad in simple fur robes and harnesses. As opposed to the Maarda of Lensa trying to rival her beauty, the Maarda of Ellmår try to disgust Ellmår to be rejected. Femininity does this through deceiving others of their gender, Command through the slaughter of soldiers by commanding armies, and Virility by siring too many useless demi-gods, which is considered a grave insult to godhood among the Herrehem and Maarda alike. The Maarda of Ellmår are often accompanied by their respective sibling Maarda from Lensa.  
* The 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. 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!
* The Maarda of Basjtur are the so-called Hounds of War, Masculinity, Pride, and Combat. Each of these are believed to be wolf-men, gods with the heads of wolves and the bodies of men. They are also often called the giants, as when seen in the world, they were as tall as houses, slaying many foes and allies alike in berserk combat.
* The Maarda of Mærsjel are the so-called Virtues of Beauty, Art, Poetry, and Music. The three of them always compete to outdo the other, proclaiming they are the truest of beauty, whether through the painted piece, a spoken poem, or a played melody. The Maarda of Mærsjel are often accompanied by the Maarda of Basjtur as their protectors.  
* The Maarda of Bev are Forgiveness, Empathy, and Compassion, the three heralds of death, and those also most commonly depicted as Valsung, and invoked by the Valsung to aid their song in reaching the ears of the dead. The Maarda of Bev commonly walked [[Aloria]], found wandering through Helbolwen hills and graveyards.
* The Maarda of Alu are Revenge, Murder, and Betrayal, the bringers of death. It is said that while the Maarda of Bev announce the arrival of death, the Maarda of Alu actually bring it forth, inspiring those without Soldi to take lives. The Maarda of Alu are universally feared, as they have had a habit of forcing good people to commit heinous crimes.
* The Maarda of Handrin are Age, Wisdom and Knowledge, though they have never by themselves been seen in Aloria, and they also have no demigod offspring. They are rumored however to exist as tomes and books all over Aloria, Artifacts of centuries past that collect the memories of those who touch them.
* The Maarda of Julvira are Glee, Whimsy and Wanderlust, the sisters of the world. It is said that their running all over the world is what causes the world to rotate, and the sun to rise, and the moon to sink from the horizon to herald a new day.


== Beliefs==
===Svartskra===
===Concepts===
The Svartskra identifies a pivotal point in Fornoss history that despite its massive importance to all Fornoss believers, is mostly shrouded in mystery either by the Eili forcing the faithful to forget, or the people willingly abandoning any reference to this period to avoid the stray faithful from looking too deep into the matter and opening old wounds. As part of the Fornoss origins, the so-called Vaarda Gates, exist all over the world visited by Fornoss followers, helping their early colonizing boom. It is said by the Eili that these Gates were built by Bev, and passed through Volaheim to fold time and space together, allowing instant transportation across vast distances. At some point, the relationship between the Fornoss believers and the Eili, as opposed to the Vola and their Spirits, turned sour. It is said by the Eili that Rand (who they call the Great Betrayer) tricked them and condemned the Fornoss followers to some kind of horrible fate, thus causing their rebellion against the Pact that was meant to save the early Velheim people from Elven enslavement. From this point it is unclear if the Fornoss believers were expelled or fled from the Volaheim Gates. Whatever the circumstances, the Gates were closed shut after everyone was out with Bev's Keys (Artifact Weapons), which were then scattered across the world. The Vola maintain that the Eili fomented a false rebellion and that the followers defaced the Vola in their own home, though whichever version is closer to the truth, is hard to say as both sides have motive to lie. The last side effect of Svartskra (the day the Gates shut), was that the two Eili who had brokered the deals with the Vola the Flesh God Gro and the Metal God Jord were banished by the Eili and stripped from the Pantheon. Similarly, the Vola banished the two Gods responsible for working out the deal with the Eili being the Revenge God Asbjørn and the Greed God Frynni, who were also stripped from the Pantheon. Since this day, the Eili and Vola have been immortal enemies. As a consequence of this animosity, both sides agreed to refrain from interfering with the faithful too much, so as to prevent all out holy war within the Religion. This explains why the Fornoss Gods have been exceptionally silent during major tragedies that struck for example the Velheim people in the past 300 years, however in recent years, this policy has shown signs of cracking, with some raising concerns that if the Gods get too involved, that they will start fighting each other.
====Soldi====
Soldi is perhaps the single most important term in Old Gods, as well as Velheim culture. Every living being has a Soldi, but it is not quite the same as a soul (which is more specifically Sjele). Soldi represents the honor of the bearer, a quota that exists in either having, or not having, and there not being any greys in between. Every person is born with a clean Soldi, regardless of the crimes of their ancestors or parents, and through life, Soldi is affected by nearly every action. Generally speaking, all things that are good uphold Soldi, where/as all things that are morally or ethically bad result in loss of Soldi. Betrayal is the worst kind of Soldi loss, resulting in an instant evaporation of virtue, where-as self-sacrifice is the greatest of Soldi gain, reinstituting even the worst of affected individuals who lost their Soldi long ago due to betrayal. In a sense, Soldi represents the ability of everyone to find redemption and forgiveness, albeit some at a heavier price than others. Soldi is a necessity to travel to Speillørgard, the Old Gods version of the Afterlife. Soldi is in most cases a personal matter, meaning that if a son loses their Soldi, that the parents are unaffected. There is however a practice called Soldi Redda, in which case a family member may take it upon them to restore the Soldi of a person who has lost it, whether they are alive or dead. This frequently occurs for sons to fathers and fathers to sons, and the Old God Worshipers believe that if they can redeem the injustice perpetrated by their relative, that their soul will be saved from the Imellomgard, or the in-between realm, and be permitted to join the others in Speillørgard. Those with exceptional Soldi that goes beyond the basic maintenance and slow accrue of Soldi, become Soldigurd. This is usually reserved for great heroes of mythical deeds, as well as kings, and those who are touched by the Maarda, capable of achieving greater feats, but also greater betrayals.  
====Sjele====
Sjele is in the simplest way of putting it, the Old Gods version of a Soul. Unlike other religions however, the Old Gods believers believe that souls exist in two forms, the soul in the Egetgard (what is commonly understood as the real world as perceived by the living), and the soul in the Speillørgard. The two souls always live apart from the moment a child is born, but live in an inverted manner, since Speillørgard is a mirror-realm to Egetgard. For example, if a soul in Egetgard kicks another person, it is believed that the Sjele in Speillørgard is kicked in turn. This is where the concept of Karma comes from, the Old Gods believe that every little thing a person does, is done back to their Sjele in Speillørgard, and vice versa. It is believed that the more a person damages their Soldi until they become outcast, the Soul in Egetgard and the Sjele move further and further apart, until they can no longer become one when the person dies. In such a case, the soul is transported to Imellomgard, while the Sjele in Speillørgard becomes a wandering flame in the valley of forever warmth.
====Draugr and Gaudr====
Draugr are the restless living, while Gaudr are the wandering dead. The terminology can sometimes be confusing to an outsider, because in Regalia, there is no difference between a Poltergeist and an actual [[Undead]], though the Old Gods worshipers have many unique distinctions. When it concerns Draugr, they are the dead who have come back to life, their body wandering the Helbolwen (or other places) and living as if they were still alive. It is up to the Staargir to put the Draugr to rest, they are also called upon if there is an infestation of Draugr away from Helbolwen, as it is not uncommon for old burial sites to be washed open. The presence of Draugr is a considerable problem in Drixagh, because Velheimers do not burn or behead their dead, like is common practice in all other regions of the Regalian Archipelago due to the Undead problem. To other Regalians, the dead body is just a piece of leftover meat after the soul has passed on, but to the Old Gods worshipers, the dead body is in a way seen as a conduit to the Sjele, from where those still alive can send messages to the dead and sometimes receive messages back through the Valsung. The Old Gods worshipers consider the Undead a relentless problem, because it upsets the balance of the living and dead between Egetgard and Speillørgard. It is believed that if too many Undead or Draugr roam Egetgard, that the two realms will flip upside down, and all chaos will break loose as the living will suddenly be dead, and the dead will be alive. The valleys of Speillørgard will freeze over from the cold, while all life in Egetgard will end, without being able to pass on to the afterlife. This potential event is called Dodarrøs, which is practically synonymous with the apocalypse in Old Gods beliefs. Gaudr on the other hand, are far more benign, even if they can sometimes have streaks of deceit and violence. Gaudr are body-less spirits of the undead, usually left behind due to some unfinished business, their soul unable to merge with their Sjele in Speillørgard. It is up to the Valsung to approach the Gaudr and commune with them, whether they are visible or not, and speak to the living to resolve their business.


===Places===
==Gods and Goddesses==
====Speillørgard====
The Fornoss Gods are divided over two Pantheons, Eili and Vola. The Gods are always presented as Eili on the Left, Vola on the Right (if their opportunistic theming didn't give it away), though as some Gods are ambiguous as they were once Eili and became Vola, the left-right distinction has to be mentioned. Titular naming for the Gods (for example, Herald the Dark Celestial) is not necessary, it just provides a more poetic way of referring to them without using their name directly. Because both Pantheons expelled two Gods each, and because the Pantheons didn't become established all at once and some Gods joined much later, it is still possible for this Pantheon to grow. While Fornoss faithful can choose Patron Gods that they feel strong connections to, unlike other Religions, a Fornoss Follower must always worship whole Pantheons, either only Eili or Vola Pantheons, or both.
Speillørgard is considered the Old Gods afterlife, or at least the positive version of it where a person can go to live a happy after-life. Speillørgard is describes as a world with endless valleys, one for each Sjele, plus three, one for the Herrehem, one for the Maarda, and one for the Sjele that have dislodged from their souls in Egetgard, and become flames in the valley of forever warmth. It is believed that if a soul arises to Speillørgard with adequate Soldi, that they live in a valley of plenty, where rivers teem with fish, the wildlife is abundant, and the frost of winter is far away. A warm cabin with plenty of mead and good company await. There is even a greater version of these valleys called the Herrehem Himmel, which is roughly located in the sky far above all the valleys. This is where the Herrehem, Maarda, and the Soldigurd come together for the great feasts and boasting sessions where they praise one another’s deeds and live in an eternal feast above the other souls in the valleys below. It is believed that a Soldigurd Sjele can travel between the eternal feast and their valley, content to sit among the gods, but also find the comfort of solitude.  
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====Imellomgard====
<span style="font-size:150%;><center>'''Bev, Doorway of the Moon'''</center></span>
Imellomgard is where the souls of those who lost Soldi during their life go to wander into endless twilight. This realm is described as made of obsidian, endless plains and seas and mountains of obsidian with howling freezing winds, all the snow and particles of the wind made of cutting glass that torture the souls that wander. Souls stuck in Imellomgard are condemned to always wander the endless barren wasteland in search for comfort and warmth that they will never find, occasionally bumping into each other or objects that should remind them of their life, but they can no longer place in memory. It is said in a way that Imellomgard is a torturous hellish existence, this also where the term “Hel” comes from in Velheim language, that was later adopted by the Common language to describe a terrible place or doomed location. The bards who record the tales of Imellomgard are not exactly clear on whether the souls stuck there are aware of what is happening, since often it is described as a place of never-waking or not being able to perceive the passage of time, yet it has also been described as a place where the souls are caught in a cycle of punishment, and as such, the implication is made that they indeed are aware of their endless torture.  
{|
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* '''Name:''' Bev, the Lord of Water, the Dead Ferryman or the All-Seeing Mirror.
* '''Domain:''' Bev's domain is the mortuary cult, the death rites, and mortal aging.
* '''Symbols:''' Mirrors, The Mortuary Cloth, rich and deep colors of Blue and Black.
* '''Role:''' Bev measures the Soldi of the Dead, and guards the Gate to the Afterlife.
* '''Traits:''' Cryptic, Silent, Reserved, Slow-Acting, Careful, Observant, Learned.
* '''Temple:''' Bev's largest Temple is the Dead-Door Mortuary in Irvainvik, Drixagh.
* '''Allies:''' Ammuloa followers, priests of other societies, especially Unionist.
* '''Enemies:''' Anything Ordial Aligned, especially Undead, and more so Draugr Undead.
* '''Soldi:''' Gained from tending/respecting to the dead, lost from disrespecting the dead.
* '''Rituals:''' Bev rituals involve the tending of Helbolwen graves, refreshing flowers and offerings, and lighting candles by the Bev statue which can always be found in a Helbolwen. Bev is also worshiped through the singing chalice, large chalices filled with water and played somber and harrowing tunes with by gliding fingers over the rims.
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<span style="font-size:150%;><center>'''Rand, Herald the Dark Celestial'''</center></span>
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* '''Name:''' Rand, called Great Betrayer by Eilirik, or Power Arken by non-believers.
* '''Domain:''' Rand is the lord of Volaheim itself, said to never leave his realm.  
* '''Symbols:''' Rand's symbol is the red Evil Eye, bear claw scars, and bears.
* '''Role:''' Rand acts like a King of the Vola, and commander of the Volaheimr.
* '''Traits:''' Power-hungry, Domineering, Authoritarian, Strong-willed, Capable.
* '''Temple:''' Rand has no temple, Volaheim itself is one big temple to his glory.
* '''Allies:''' Rand's only allies are the Void Arken, he has no need for others.
* '''Enemies:''' Rand has no explicit enemies, except for the Exist Arken, notably Justice.
* '''Svaldi:''' Gained from establishing power and control, losing from banishment.
* '''Rituals:''' The Feast of authority involving guests choosing their preferred leader among the gathered, with the winner gaining Svaldi. The Binding of Power is respected even by the Eilirik, a ritual in which two persons agree to a binding pact in blood, that if either fails or breaks, they lose all Soldi or Svaldi when vowed to their preferred Gods.
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<span style="font-size:150%;><center>'''Leif, Warmth of the Fire'''</center></span>
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* '''Name:''' Leif, the Lord of Fire, Warmth of the Rising Sun.
* '''Domain:''' Leif is the God of Love and Affection, and of Passion and Care.
* '''Symbols:''' Leif is represented by Fire and the blazing Golden Sun.
* '''Role:''' Leif is set to bring warmth and sunlight to the world and to hearts.
* '''Traits:''' Compassionate, Loving, Parental, Passionate, Driven, Energetic.
* '''Temple:''' Leif's largest Temple is the Sun-Sky House in Kongehjem, Nordskag.
* '''Allies:''' Theomar Followers, Regulus Followers, and kindhearted Bloodcast Knights.
* '''Enemies:''' Followers of any Moon-themed Gods, Armas/Amandaros followers.
* '''Soldi:''' Gained from loyalty to Lovers/Family and Kindness, lost from Treason.
* '''Rituals:''' Many of Leif's rituals involve offering things like fruits or hunted animal carcasses to the flame, believers saying that the flames offer them up to Leif until nothing but ash remains, absorbing the life and using it to pull the Sun through the sky each day. Other rituals involve the sharing of passion with other believers in his Temples.
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<span style="font-size:150%;><center>'''Thirun, Fates of the Dark Sun'''</center></span>
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* '''Name:''' Thirun, called Pride Arken or Ott by non-Believers.
* '''Domain:''' Thirun is the God of Magic and of Pride and Vanity.
* '''Symbols:''' Thirun is represented by the Dark Sun surrounded by Light and Hounds.
* '''Role:''' Thirun is the source of all Fornoss God Magic but also the Magic Burden.
* '''Traits:''' Prideful, Vain, Sardonic, Sarcastic, Greedy, Scornful, Ego-driven.
* '''Temple:''' Thirun's largest Temple was destroyed by Regalia in the Elven War.
* '''Allies:''' Pride/Fury Arkenborn, Evolism followers, Vampire hunters.
* '''Enemies:''' Vampires, Justice Arkenborn & Followers, Publicly Weak Persons.
* '''Svaldi:''' Gained through great achievements, lost by losing Duels.
* '''Rituals:''' The Prideful Parade is one custom that involves demanding others show to a public roasting session where the aim is to praise the person who demanded they show, and roast the opponents who invited others. Another is the Prideful Feast, where each produces Food which instills pride in their cooking, and they compete over the best dish with others.
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<span style="font-size:150%;><center>'''Njal, Keeper of the Light'''</center></span>
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* '''Name:''' Njal, the Herald of Spring, Keeper of the Light.
* '''Domain:''' Njal's domain is that of light, and the sky, as well as all of the arts.
* '''Symbols:''' Njal is represented by clouds and bright pastel colors and light prisms.
* '''Role:''' Njal is the diplomat and artist of the gods, providing entertainment in Eiliheim.
* '''Traits:''' Artistic, Snarky, Whimsical, Creative, Sloth, Childish, Caring.
* '''Temple:''' Njal's largest temple was destroyed when Ceardia became forsaken.
* '''Allies:''' Artists, Musicians, and Creatives of any kind, and Queer people.
* '''Enemies:''' Njal's only true enemies are those who abstain from a good stiff drink.
* '''Soldi:''' Gained by creative expression and bringing joy, lost by destroying art.
* '''Rituals:''' Njal is Bard's husband, and because of this, many of his rituals involve Bard in some way. Skysteel Forging is the act of letting an artist inspire a forger to produce a work of art and tough steel at the same time. Other rituals involve poetry duels, and Annointment of the Artist, where Artists use body paint on a strong Man dressed as Bard for Art.
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<span style="font-size:150%;><center>'''Svol, The Punished Shadow'''</center></span>
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* '''Name:''' Svol, Bard's Bane, the Dark Lightning Lord.
* '''Domain:''' Svol's domain is thunderstorms, but more metaphorically of lies and deceit.
* '''Symbols:''' Shadows, Lightning, Missing or fully Tattoo'd arms, the colors black and yellow.
* '''Role:''' Svol was once a Eili, until punished by Bard, changed teams to plot for Rand.
* '''Traits:''' Analytical, Mindful, Deceitful, Witty, Suave, Charming, Good-Tempered.
* '''Temple:''' Svol's Temple is the Copper Tower now within Life Isldar land in Ellador.
* '''Allies:''' Trickster god followers and politicians, Inth & Nox followers.
* '''Enemies:''' Justice Arken(born), Guards, Knights, Justicars, Knights.
* '''Svaldi:''' Gained in subterfuge plots, or beaten Knights, lost by being deceived/losing.
* '''Rituals:''' Svol's rituals are deceptively easily hidden as party games, especially those that involve lying. A common one is Svol's Gauntlet, where everyone produces 2 truths and a lie, and gains points each time a person in the gathering cannot guess which one is the lie, or guesses wrong. Another is punishing tyrannical/corrupt law enforcement with violence.
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<span style="font-size:150%;><center>'''Dáuw, Bringer of Order'''</center></span>
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* '''Name:''' Dáuw, The Under-King, the Dwarf-Lord, the Last Stalwart.
* '''Domain:''' Dáuw is God-King of the Dwarves, and the Lord of all Soil and Order.
* '''Symbols:''' Dáuw is represented by the Dwarven Runes and shapes of Mountains.
* '''Role:''' Dáuw's role is to bring order to mortal society through stable structure.
* '''Traits:''' Resolute, Stalwart, Defiant, Stubborn, All-Knowing, Contemplative.
* '''Temple:''' Dáuw's largest Temple is the Great Chamber in Rammuur, Ellador.
* '''Allies:''' Historians, Legislators, Juvin followers, Justiciars, Knights.
* '''Enemies:''' Anarchists, Evolism followers, Jacobins, Drakkar, Populists, the Military
* '''Soldi:''' Gained by showing Solidarity, lost by letting society slip to anarchy.
* '''Rituals:''' Dáuw have changed over the years, changing from justice and order-reinforcing rituals, to rituals more centered around Dwarven culture, as a byproduct of the catastrophic population decline of the Dwarves. Any festival or event that celebrates, highlights, or discusses and educates on Dwarven Culture is a form of worship to Dáuw.  
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<span style="font-size:150%;><center>'''Hrymrök, The Charnel Chaos'''</center></span>
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* '''Name:''' Hrymrök, Sirannal Týmal (in Elven), or the Anarchy Arken to non-believers.
* '''Domain:''' Hrymrök is the chained guilt of the Elves towards the Fornoss believers.
* '''Symbols:''' Broken chains, cracked shields, and broken statues mended with gold.
* '''Role:''' Hrymrök was imprisoned by Rand to repent for Elven slavery by freeing them.
* '''Traits:''' Wroth, Vile, Ill-Mannered, Haughty, Snobby, Loathsome, Indignant.
* '''Temple:''' Hrymrök's Temple is the Haunting Mask Cliff in Maartasil.
* '''Allies:''' Slave-Abolitionists, Allorn-Haters, Estelley Faithful (except Cemaan).
* '''Enemies:''' Cemaan followers, Unionism followers, Archon, Draconism followers.
* '''Svaldi:''' Gained by freeing Thralls & Mind-slaves, lost by being enthralled.
* '''Rituals:''' Hrymrök is a bit of an oddity even for a Vola, because she doesn't really want to be a Goddess. Still, worship to her is more a form of satisfaction appeasement, as if the faithful are responsible for keeping her happy while she does her work freeing Fornoss slaves and oppressed from Elven control by food/wealth offerings to her Magenta Flames.
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<span style="font-size:150%;><center>'''Halfvel, Father of Godly Blood'''</center></span>
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* '''Name:''' Halfvel, the Wolf-Father, The God-Mark Bearer, The Ice-Wolf.
* '''Domain:''' Halfvel is the lord of Demigods, the tamer of Marken & other Beasts.
* '''Symbols:''' Halfvel is represented by the Cloth of Dominion & Wolves.
* '''Role:''' Halfvel's role is to purposefully produce offspring among Mortals.
* '''Traits:''' Guiding, Remorseful, Helping, Altruistic, Melancholic, Loyal.
* '''Temple:''' Halfvel's largest Temple is the Wolf Rest in the Cains.
* '''Allies:''' (self-controlling) Marken, other Godborn, and Asha & Urlan.
* '''Enemies:''' Those who hunt Transformed Persons, The Afflicted, Undead.
* '''Soldi:''' Gained by protecting the environment, lost by killing Transformed Persons.
* '''Rituals:''' Halfvel's rituals often involve the seeking out of Halfvel's Godborn children, and aiding them in their quest for Demigod status among Fornoss followers, or correcting their path if they have been led astray. Other forms of Worship involve helping those who Transform deal with their curse, or protecting them from persecution.
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<span style="font-size:150%;><center>'''Eikki, Drinker of the Blood Taint'''</center></span>
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* '''Name:''' Eikki, the Arne-Drunk, The Revel-God among other Party epithets.
* '''Domain:''' Eikki is the God of Feasting and Festivities and Joy, even as Vola.
* '''Symbols:''' Eikki's Symbol is the Beer Keg and the masks of joy and pleasure.
* '''Role:''' Eikki guards (and drinks) Arne's Blood brew that has immense power.
* '''Traits:''' Joyous, Gregarious, Wild, Festive, Good-Natured, Drunkard.
* '''Temple:''' Eikki's largest Temple was thrashed by him after a legendary binge.
* '''Allies:''' Eikki is everyone's friend and tries to give everyone a chance.
* '''Enemies:''' Eikki has no enemies, as any enemy becomes a friend with one drink.
* '''Svaldi:''' Gained with wild parties and getting stuff people drunk, never lost.
* '''Rituals:''' As Eikki was once Eili but condemned to become Vola when he transgressed by drinking Vola's Blood, his rituals and worship is relatively benign when compared to the other Vola, despite the implication that he is changing into something else. Worship of him invariably just involves getting black-out drunk, and having great parties.
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<span style="font-size:150%;><center>'''Bard, Iron Lord of Protection'''</center></span>
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* '''Name:''' Bard, the Steel-Father, Axe of Judgement, the Law-Bringer.
* '''Domain:''' Bard is the God of Justice and Steel, of all Crafts and Law.
* '''Symbols:''' Bard is represented by the Lynx, and the steel anvil.
* '''Role:''' Bard is Retribution, manifesting to honor-less mortals for judgement.
* '''Traits:''' Judgemental, Merciless, Headstrong, Iron-willed, Unsympathetic.
* '''Temple:''' Bard's largest Temple is the Lynx-Claw Great Hall in Ruttswyn.
* '''Allies:''' Justice Arken(born), Knights & Guards, Bodyguards & Hor followers.
* '''Enemies:''' Evolism followers, those that deface Art, Death Cultists.
* '''Soldi:''' Gained by being Just/Brave, lost by letting injustice prevail.
* '''Rituals:''' Bard being Njal's husband often has his rituals tied to him (see Njal's section). Specific worship of Bard often emulates his legendary rage being soothed by Njal's soft touch, mimicked for example by taming wild animals and breaking in wild horses. Other forms of worship involve solitary wood carving or general crafting like forging or carpentry.  
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<span style="font-size:150%;><center>'''Blodrúna, The Crimson Carnage'''</center></span>
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* '''Name:''' Blodrúna, The Blade-Queen, Red Terror to non-Believers.
* '''Domain:''' Blodrúna is the Goddess of War, Carnage, Murder, and Victory.
* '''Symbols:''' Blodrúna's symbols are the Bloodied Blade, and the Blood Crown.
* '''Role:''' Blodrúna is a savage killer-God who teaches Carnage on the battlefield.
* '''Traits:''' Cruel, Murderous, Psychotic, Violent, Contemplative, Poetic.
* '''Temple:''' Blodrúna's largest Temple is the Sanguinus Pit in Hvitskag.
* '''Allies:''' Only Vampires. No one else appreciates Blood as they do.
* '''Enemies:''' There is no such thing as an Enemy to Blodrúna, only Prey.
* '''Svaldi:''' Gained by ending a worthy life, lost by ending a weak one.
* '''Rituals:''' Blodrúna is perhaps the most unambiguously dangerous and psychotic Goddess of any Religion, but it is important to note she never turns on her own faithful. Blodrúna's worship involves prayer before, during, and after battle, all in the hopes to be given a bit of her skill with sharp things in the heat of battle, and pray for her not to turn on the faithful.
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<span style="font-size:150%;><center>'''Elkonur, The Winter Hunter'''</center></span>
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* '''Name:''' Elkonur, the White Shepherd, the White Guardian, Snowfall.
* '''Domain:''' Elkonur is both Herald of Winter and Demon-Hunter.
* '''Symbols:''' Antler Horns, White Fur, and any shape of Snow-flake.
* '''Role:''' Elkonur's sole role is to slay Vola servant Spirits out of Volaheim.
* '''Traits:''' Pensive, Wise, Alert, Nomadic, Careful, Precise, Predictable.
* '''Temple:''' Elkonur's largest Temple is Storheim Hall in Jorrhildr (Urlan Land).
* '''Allies:''' Urlan, Suvial Elves, Aelrrigan Knights, Zealots.
* '''Enemies:''' Spirits, Theurgists, Kathar, Argentum Knights, Arkenborn.
* '''Soldi:''' Gained by banishing (temp killing) Spirits, lost by nothing.
* '''Rituals:''' Elkonur is the youngest of the Eili, and specifically joined after Svartskra explaining why he hunts errant Spirits from Volaheim while the others are inactive. Worship and rituals of Elkonur involve protecting Fornoss religious figures as well as hunting and ending Spirits, even if they are only banished temporarily.
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<span style="font-size:150%;><center>'''Odal, Fear of the Dark'''</center></span>
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* '''Name:''' Odal, Svol's Shadow Twin, Odalv Father, Spirit Father.
* '''Domain:''' Odal's domain is that of Spirits and vengeance for Blasphemy.
* '''Symbols:''' The Long Claw Hand, Odal's Burning Heart, Blue Lightning.
* '''Role:''' Odal hunts those who defile Rand's Temples and Shrines for him.
* '''Traits:''' Calculated, Emotionless, Skilled, Imposing, Relgious, Loyal.
* '''Temple:''' Odal's largest Temple is the Blue Hall in Middeskag.
* '''Allies:''' Spirits, Zealots, Theurgists with Spirit consent.
* '''Enemies:''' Suvial, Aelrrigan Knights, Those who use Spirits without consent.
* '''Svaldi:''' Gained by punishing Blasphemers, lost by showing cowardice/weakness.
* '''Rituals:''' Odal was once Eili like his twin, but willingly turned to the Vola because he felt the Eili were weak, and traded power for loyalty to Rand. Odal is very active with mortals like Elkonur is, specifically recruiting his Odalv warriors by infesting them with Spirits to fight for him and defeat those who violate Rand's name and Temples.
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<span style="font-size:150%;><center>'''Nidr, Dread of the Inner War'''</center></span>
{|
[[File:Spidergod.png|220px|caption|left]]
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* '''Name:''' Nidr, the Weaver of Cursed Fates, the sleeping Horror.
* '''Domain:''' Nidr weaves the Fates of those with low Svaldi and Soldi.
* '''Symbols:''' Spiders, Spider webs, battle-rage, berserkers, Skagger Warriors.
* '''Role:''' Nidr empowers the vengeful defense of Fornoss against outsiders.
* '''Traits:''' Independent, Ungovernable, Fate-driven, Dedicated, Foresight.
* '''Temple:''' The Silk-woven halls in Kvitæya, Regalia Archipelago in Drixagh.
* '''Allies:''' Tanthor and Dari faithful, Khannar Faithful, Daiana Faithful.
* '''Enemies:''' Caius Faithful, Regal-Cultured/Colonial Regalian Nobility.
* '''Soldi:''' Gained by defending Fornoss/Velheim people from cultural colonialism.
* '''Rituals:''' As Nidr is the God of the "Cursed Fate", he weaves the Fates in prophecies for those who have low Svaldi/Soldi in a last ditch attempt to save their soul. Fulfilling this prophecy is part of the rituals towards him. He however also represents the will of Fornoss faithful to be masters of their own identity and future, and so the very act of resisting colonialism and cultural assimilation is a form of worship towards him.
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<span style="font-size:150%;><center>'''Stalhjart, Fury of the Outer War'''</center></span>
{|
[[File:Pridedemon.png|220px|caption|left]]
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* '''Name:''' Stalhjart, Avatar of War, Dominion of Battle, the Unvanquished Bulwark.
* '''Domain:''' Stalhjart's domain is that of warriors and honorable battle and duels.
* '''Symbols:''' The flame emblazoned sword and axe, and the ochre war paint.
* '''Role:''' Stalhjart defends the Fornoss faithful in pivotal moments for survival.
* '''Traits:''' Furious, Ill-Tempered, Energetic, Violent, Melancholic, Crude.
* '''Temple:''' The Eternal Flame Temple in Helsikki, Regalian Archipelago in Drixagh.
* '''Allies:''' Caius faithful, Gladiators and Warriors, Allest and Brand faithful.
* '''Enemies:''' Pacifists, Ithanians, Those who kill or maim during duels of skill.
* '''Svaldi:''' Gained through feats of skilled combat and having a winning-spree.
* '''Rituals:''' Stalhjart rituals are as one would expect, expressed through honorable, fair, and disciplined duels, or tournaments. It is crucially important that Stalhjart does not condone killing, and is often in opposition to Blodrúna who very much relishes in it. For Stalhjart, killing is not the ultimate goal, but expressions of martial skill, strong body, and iron will to persevere in a fight, and to always seek greater heights to aspire to in martial power.  
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Curiously enough, the Old Gods worshipers acknowledge a concept called “Second Death”, that can only occur to those who are struck in Imellomgard. It is said that the souls wandering Imellomgard can only remain present there for as long as their names are known among the living. It is believed that the moment someone’s name is spoken for the last time, that their soul in the Imellomgard simply vanishes and ceases to exist, or indeed, as if it never existed to begin with at all. Yet, in the spirit of redemption, even a soul that has been removed from existence might be revived in Imellomgard. A name might last part someone’s lips five generations down, and for all intents and purposes experience their Second Death. Then, 200 years later, a Navner finds a lost tome, or written record of the dead, speaking out their name. It is believed that when a Navner speaks out a name of a person who has died centuries ago, that if they were lost in Imellomgard, that they are brought back to life, for as long as the Navner remembers their name.  
==Priestly Activities==
====Helbolwen====
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 places far removed from society may even use different names altogether. The lore presented on the God listing should generally remain consistent, but players are encouraged to embellish details and fill the gaps with their own 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.
Death is a very important aspect of Old Gods worship, and caring for the dead is doubly so. For this purpose, Helbolwen are created like necropolises, housing hundreds if not thousands of dead, mummified into alcoves, rowed in tunnels that reach ever deeper underground, usually hewn from stone. Helbolwen frequently are placed near each other, the largest collection of which still actively used in Irvainvik, where the coastal Helbolwen of Himmelgard sits atop a valley flanked by tall jagged mountains. Helbolwen have a central entry room called the Endrerom, where the dead are mummified and prepared for burial by the Staargir, all the while guided from Egetgard to Speillørgard by the song of the Valsung. Beyond the Endrerom is the Fjorarom, which usually contains a pedestal and a statue of Bev, who in a Helbolwen represents the afterlife, usually flanked by a large collection of candles which the Old Gods worshipers use to remember the recently deceased, having carved their name in the candle wax. These candles in and of themselves also represent the hope and will that the name of the dead person is not forgotten. Even if a person’s soul has transferred to Speillørgard, it is believed that the Second Death is a profoundly sad thing, even if it can no longer affect them when they have passed on without issue. Beyond the Fjorarom is the Haardrom, which in itself may extend to further Haardromma, which is where the dead are stored in alcoves. Most of then just wrapped in linens with parting gifts, but also commonly in coffins. Raiding a Helbolwen, or stealing items from it without the approval of the spirits, is considered a grave sacrilige and assured to ruin someone’s Soldi, yet it still happens, especially in Drixagh where life can be hard in the more desolate places.  
===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 very 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 entirely possible to be a self-taught bog-priest, but in more urbanized settings, mentorship is common. Mentors hold a great importance in the lives of priests, who tend to pick carefully.
===Helbolwen & Hel===
A Helbolwen 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 that it can expanded by digging further down. Helbolwen always have an entryway which acts both as shrine to Bev, and the actual embalming chamber. The word "Hel", will also come up frequently. While traditionally it has been a derogatory term for Volaheim & Imellomgård, it slowly became a term used to generally describe a place one does not want to be in the afterlife or the afterlife as a whole. Hel is usually used in a negative connotation, and has even permeated in common language due to Velheim-Common interactions in language. Nowadays, the term just refers to everything to do with death.  
===Helvigja===
Helvigja, roughly translating to death-consecrator, is one of the peripheral priestly occupations that specifically is a member of Bev's Mortuary Commune. Helvigja primarily perform the mortuary rites, in embalming, interring or otherwise burying the dead. The embalming process is always accompanied with the Song of the Dead, which is sung throughout the process and the interring process by at least one Helvigja or their protectors. Helvigja work does not end with interring however, in general they keep Helbolwen clean of vermin, other unwanted inhabitants, and in rare cases, are tasked to end the un-life of an Undead who has come back from either improper embalming, or by escaping Imellomgård. Helvigja also linger around Helbolwen to provide mourning help to those bereaved with 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, 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. Helharjar also assist the Helvigja with carrying coffins if need be, and frequently stand guard if a Helbolwen is in an active warzone to prevent collateral damage. Helharjar are very often partners of Helvigja, or end up becoming partners of them, due to their proximity of work and coordination.
===Andlistari===
Andlistari, 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 most importantly of all, do 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 serves a secondary function, in that they can make assessments of Soldi or Svaldi of the dead, and help indicate the bereaved if they should quest to restore honor.
===Sagnaflétta===
Sagnaflétta, rougly translated to Weaver of Stories, are much like Andlistari travelers though it should be said there will be more than enough work for one in Regalia never to travel. Sagnaflétta are scribes just like Andlistari, but focus more on the realm of the Gods than Mortals. Sagnaflétta travel to record oral legends and folklore from the disparate Fornoss faithful across 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.  


====Haugbolwen====
==Peripheral Concepts==
Haugbolwen serve much of the same purpose as Helbolwen, but are generally reserved for Nobles, or those who can pay for them. Haugbolwen are smaller burial chambers with single corridors dug into mounds of dirty and sand that eventually grow covered with grass and have Lily of the Valley flowers planted on top covering it in a blanket of flowers, climate permitting. When a person is to be buried in a Haugbolwen, the body is usually embalmed in a Helbolwen, and then carried on top of a bed of shields with Valsung guiding them with lamentations of the dead to their final resting place, where the embalmed corpse is put into the sarcophagus. If a person was particularly wealthy, the sarcophagus is filled with honey to preserve and sweeten the voyage of the dead, however an assortment of flowers and berries are also common, before closing the lid. Haugbolwen differ from Helbolwen in that they are designed to hold exactly one stone tomb, and the personal effects of the buried person, while remaining entirely open to the outside. The tomb itself is made of heavy slabs of granite usually, thus preventing any Draugr from escaping. The stonework on the outside of the tomb is decorated with the exact copy of the dead person's Velheim Tattoos, so the tomb tells the story of their life, and the beam crossing the entryway bears their name, so it may be seen even from further away, and strangers may carry the name in their mind and not forget. Haugbolwen generally remain open, meaning the doorway can simply be passed through, and offerings may be left at the stone sarcophagus. Because the Velheim don't take precautions against Undeadism (unlike other Cultures) it is not too uncommon to hear an uneasy scratching noise in Haugbolwen. Regalian Scholars insist this is an undead trying to get out of the tomb, however Velheimers insist these are Draugr who have taken possession of the body of the deceased and are trying to break into the mortal realm. In fact, hearing noises inside a Haugbolwen is considered a blessing of good luck, because it means that the Union of Air has blessed the body there-in with vigor and strength, a memory of the person in their afterlife. Families can however choose to close down a Haugbolwen. This can be done for a variety of reasons, though primarily involves preventing the personal effects of the dead person from being stolen, which is sadly quite common even among the Velheim people. The act of leaving offerings and items in a Haugbolwen is not considered a religious act, merely a cultural one, so thieves do not lose Soldi, or simply don't care because of the harsh living conditions. Other reasons might be that the person has died so long ago that nobody maintains the tomb anymore, with moss and water damage breaking the stonework. In such cases, it is often considered better to just lock the tomb, as a large circular stone is rolled into place to block the entrance and seal it forever. Draugr breakouts from Haugbolwen are exceptionally rare, mainly because the sarcophagus is so heavy and large, a deterrent that usually does not exist in regular Helbolwen where the dead are often left embalmed and exposed to the open air in the inner corridors. 
Peripheral Concepts are important thoughts from Fornoss theology, that didn't necessarily fit anywhere else on this page, but also aren't strictly necessary to know. They cover a wider range of topics which Fornoss believers have a solidified opinion of, or things that Fornoss faithful might get questioned on in Roleplay and may be useful to have answers for.  
 
===The Arken Matter===
====Dyrbolwen====
One as of yet 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, even to those who do not worship them directly because they are Eilirik. The Fornoss faithful are not so stubborn so as to reject the scientific notion that some of their Gods were Arken long before they were their Gods, but are very resolute in rejecting any rhetoric that would then claim off that fact that they are false Gods. The Vola who are also Arken are very real and divine to those who worship the Vola, they interact and bless the faithful, and empower God Magic beyond the scope of what Void Arken normally could. To the Fornoss faithful, the Vola Arken are real Gods in every sense of the word, and some of them are even more God-like than many of the other weaker Gods of other Religions, specifically because they are so hyper-active and are able to affect the world in more far-reaching and meaningful ways than other Gods ever have.  
Old Gods believers are the only religion known on Aloria to bury their pets with reverence, and that is exactly what a Dyrbolwen is, a burial place for pets. The process for pet burial is much simpler than the complex process of a Helbolwen or Haugbolwen burial however. When pets die, the embalming is often done by the family who owned the pet, and the process could be seen as rather gruesome by other cultures, but is considered the final homage a pet can get while passing into the afterlife. The Old Gods religion is very vague about whether pets actually arrive in any type of afterlife. It is in fact more commonly believed that because animals can be heralds of the Gods, that pets simply go to the side of their particular patron God, to wherever the Gods are in the afterlife. It is also believed that pets are not measured for their Soldi. Rather, it is believed that pets are always "good" and that even evil pets that commit misery are only following the command of their master to show loyalty and devotion, and that as such, pets are always blameless of whatever crimes they are accused of. The process of embalming a pet involves with removing the head and seperating the body. The animal is usually skinned also, but this is not strictly necessary. The hide is reserved, and the meat is usually discarded into nature to be eaten by scavengers or wild animals. The head is then skinned also, and boiled so thoroughly in lye that all organic material eats away, and only a pure white skull remains. This skull is then removed from the lye, dried, and will have stories of the animal written on it either in a written language, or in Velheim tattoo, applied with the ink. Finally, to put the animal to rest, is to find an alcove in Dyrbolwen, put down the animal's hide (if there is one) as a mat inside the alcove, and then rest the animal's skull on top of the hide. The alcove is usually covered with a wooden hatch, as Dyrbolwen are actually in the open air, and weather wear would otherwise destroy the alcove. The wooden hatch is usually painted upon by the owners of the animal to express their animal-soul with colorful depictions of things they loved in life, or places they liked to be. Each type of animal held by Old Gods worshipers goes to a different Dyrbolwen, as there are usually different locations for each type of animal. Canine or dog-related pets are buried in the Union of Air's Ulvar Dyrbolwen, which has a large statue of a sitting wolf. Cat-like or feline pets are buried in the Union of Earth's Gammeldom Dyrbolwen, which has a large statue of a reclining big cat. Bird or Insect-like pets are buried in the Sjkonn Dyrbolwen, which has a large statue of a monitor lizard, belonging to the Union of Water. Finally, any other type of animal that is held as a pet, like a goat or a hog, is buried in the Annan Dyrbolwen, belonging to the Union of Fire, and having a large statue of a Frostback. Offerings can be brought to the Dyrbolwen, but it's unusual. There is however the 29th of August, which is the holiday of the faithful animals in life, where Old Gods worshipers visit the Dyrbolwen en masse, and read and perceive about the lives of loyal pets who have gone before, by looking at the hatches and any notes left behind on the alcoves belonging to the dead pets. Most of the hatches are even opened on this day, so long as the weather is not awful, in the belief that it allows the souls of the animals to breathe at least one day in the year and look spectators in the eyes. At the end of the day, everyone comes together to share stories about pets they have lost, or would like to own one day, and shares A Hønningkake, which is a carrotcake baked and drenched in honey so it resembles more a wet sponge, often coated on the outside with oven roasted flour to make it easier to hold and eat.  
===Vaarda Gates & Keys===
 
Vaarda Gates are an ongoing concern or delight depending on one's interpretation, to the Fornoss Faithful. What exactly happens when one opens is unclear, and it is even unclear if Rand 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 Vaarda 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, even among the Volirik, that opening the Vaarda Gates without the necessary protections, preparations, or considerations, is generally an awful idea. Even the Volirik have to acknowledge, that nobody knows 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.
====Trellemur====
Old Gods worshipers, when also Velheim, actually do not bury their slaves in any of the aforementioned locations. A Haugbolwen is obviously too wealthy for a slave, while a Helbolwen is considered only for Old Gods worshipers and free folk, while many Velheim slaves are in fact not even Old Gods worshipers. Slaves are buried at the Trellemur, though it is more accurate to say they are cremated and then left at the Trellemur. Slaves that die are burned on the Trellestein, a large bed-like stone with a depression where wood may be stacked so the body can be burned. The ash left behind from the burning is then mixed into a so called Døklemens, which is a form of concrete that sets with clay and sand and can be shaped into a stone. Then, the family places this stone on their Trellemur, which is a small stone wall either somewhere in a field, or near a pond, or on a mountain, it entirely depends on how well the family treats their slaves. Badly treated slaves simply have their Døklemens tossed into a ditch along with the other rocks where weathering eventually crushes them down to pebbles or sand and leaves nothing behind. Slaves that are well treated have their Døklemens stacked up on a neat wall that usually stretches a few feet long, with each generation of the family adding more and more stones on top as slaves come and go. The practice of the Trellemur is to commemorate the slaves for their contributions to the family, to build the foundations for a better life, but not to treat them to well as to honor them with a burial in a Helbolwen. Trellemur are often not visited with offerings save for perhaps a candle when one of the family members who was not a slave has died, and slave names are rarely imprinted on stones. While there is obviously no chance for Draugr to appear near a Trellemur, Gaudr have been seen there. This is why Trellemur are usually built more in isolated nature and away from any hunting grounds or places where the worshipers live and work. Because Velheim living in cities cannot reasonable make thousands of Trellemur near their city, there is a common understanding that Trellemur are built in one massive cohesive wall structure. For coastal settlements, this usually involves using the Døklemens as added stones for any coastal defenses or dykes to keep the water out. For in-land settlements, this usually involves using the Døklemens to strengthen the outside walls, and offer a first-line defense against siege weapons cracking the actual walls of a city or townlet. Because this close proximity endangers the city with contact to Gaudr, Valsung frequently patrol the outside walls or Dykes, singing to the dead, in the belief that this eases their minds and prevents them from coming back.
 
===People===
====Navner====
Navner are religious individuals within the Old Gods community. The best way to describe them, is to call them “Those who seek out the names of the forgotten, and bring them back from Second Death”. Some Navner in fact take this duty a step further, and even take it upon them to engage in the practice of Soldi Redda, to save that person from eventual Second Death again (or Third Death in this case) when the Navner forgets their name, and to allow them to rise up to Spellørgard. Navners are not specifically solely a Navner. The act of being a Navner is often combined with being a Valsung, or even a Skorda. Most Navners can be told apart from non-Navners by the bearing of a thick tome attached to a chain on their hip, or a large scroll in a holder on their back. This piece of writing is used to record the names of those who have passed their Second Death, so that the Navner can remember the thousands of names they might encounter while they live, and occasionally recite the names again to stave away Second Death. Navner frequently travel the world, scouring old records in Velheim towns, or even down ruins and forgotten places, hoping to find a shred of names to bring back to life. The act of being a Navner in itself grants Soldi, but it is a decision for life, as those who believe in the Old Gods also value the weight of bearing the potential soul-death of all those people on their shoulders.
====Staargir====
Staargir are a revered and reviled bunch in equal measure by different groups of people. By Regalian Empire terms, they are nothing but soothsayers that claim to know the future. As such, Staargir occupy a very strained position within Regalian Empire lands, though the Velheim greatly appreciate their services and advice. Staargir are chosen from children who are either born blind or become so after a disease or simply from malnutrition. Staargir specifically look frightening since their lips are cut off, while their eyelids are darkened with charcoal dust, all acts done in the belief that it will make them invisible to the Undead who wander the inner halls of the Helbolwen, and it actually seems to work. Their face is often also littered in scars, lines drawn with knives to resemble Old Gods runes to allow them to hear the gods. Finally, they blacken their teeth with charcoal paste also, cutting all hair and dressing head to toe in black. Even if a Staargir is reluctant to become one at an early age, they eventually realize the benefits of having the adoration of the Velheim as well as a position of power for little work. They are provided everything they require by donations from those living near Helbolwen.
 
The accuracy of Staargir predictions and fortune telling is a hotly debated topic among the Regalian Scholars in particular due to their unusual far-higher average than usual prediction correctness. It is as such believed that their practices through the dead and the soul essence that drifts in these great cities of the dead, somehow has an impact on their ability to perceive events from far away or to predict natural occurrences before they take place simply by reading the world around them through the essences. The dead are tended to by the Staargir, who actually live inside the Helbolwen from where they dispense their fortune and potions to the people when they seek them out among the dead. It is also their job however to put the restless dead back to sleep, the so called Draugr, usually by removing the head and then sewing it back on when they have been returned to their alcove.
====Valsung====
It is said that the Staargir live in the cities of the dead, while Valsung are the tenders of the restless Spirits. There are two known Helbolwen in the City of Regalia, and many more scattered across the Velheim-populated areas of the world. Valsung in particular can be found on the fringes of Helbolwen, singing the songs of the dead and laments of the dead, or simply standing guard in them or the traveling Staargir. The Valsung sometimes are told to have dyed red hair, and this is only partly true. It is in fact because Valsung sometimes, while singing the laments of the dead, wash their hair with the blood of the recently deceased, because it is believed in allowing them to perceive the lives and stories of those who have died, so that they can sing their name one last time, until they are sent through the mirror of Earth, and sending them to Speillørgard. Valsung and Skorda are very similar, though the bigger difference is that the Valsung pre-occupy the majority of their time talking to the restless Spirits called the Gaudr (and avoiding the Draugr which are the business of the Staargir), and doing only minimal fighting if the interior of a Helbolwen is breached by an invader. The Valsung and the Staargir equally rely on the Skorda to make sure that the invaders never reach the Helbolwen.
====Skorda====
Skorda are religious warriors who protect the Helbolwen, and by extension the Valsung and Staargir, and sometimes also the Sammun. Skorda are more often than not hermits who live on the edges of society, and have taken the charge on them to protect a Helbolwen from incursions, tying their own Soldi to the Helbolwen in particular. If the Helbolwen is never breached during their lifetime, they ascend to Herrehem Himmel in Speillørgard. If however the Helbolwen they protected is breached, their Soldi is destroyed, and they must go on a pilgrimage to secure their honor and justice. Skorda are usually excellent warriors, many of them in history having been blessed with weapons from demi gods and the Maarda to execute their duty. Many Skorda have gone into legends, defending great Helbolwen from invaders, particularly during the Skagger Wars and the incursions by [[Gallovians]] and [[Clannadh Alban]] Highlanders. Skorda in particular have a dislike for Highlanders, still avidly remembering the rampant plundering and wanton destruction left behind by them during the Skagger Wars, and the many Skorda that were lost defending the Helbolwen from looting.
 
====Sammun====
Sammun are religious guides and priests for the living, business not related to the dead like the other religious figures of the Old Gods community. The Sammun in particular specialize in soothing the worries and anguish of the living related to earthly and living matters. The most common practice of the Sammun, is to engage in confessions of personal failings, acts against Soldi, and other wrongdoings. It is then the Sammun’s responsibility to provide guidance on how to best make amends for the Soldi loss, or how to best deal with a situation that the person sees no way out of. It is distinctly not the Sammun’s position to tell the living what to do, but rather to equip them with the knowledge and context to make a decision for themselves. Sammun are never part of any noble families, and if they decide to become a Sammun while part of a family, they usually disavow the family and take no name, so as to avoid personal involvement and bias in their position. The worst loss of a Soldi that a Sammun can ever receive, is to betray the confidence of their charge, if they ever reveal the secrets or the statements made by someone seeking guidance. While Sammun do not operate from Helbolwen, and frequently just take those seeking comfort to their home, they do usually hang around a Helbolwen, just because it is a religious nexus from which to seek out all other religious activities.
 
==Highland Variant==
Old Gods as a religion is not unique to the Velheim people. Parts of populations of Highland territory, Breizh, Zvorun, Riklander and Fridurfolk Ailor follow the same faith, just with minor variance in terminology and focus. Zvorun, Riklander and Fridurfolk follow the same variant of Old Gods as the Velheimer do, while Highlanders, Old Ceardians, and Breizh follow the so-called Cellik Old Gods (Old Gods itself translating to Seann Dhiathann, as it is Stor Gudr in Velheim). Here are the notable differences:
* Herrehem are instead called Thighearn
* Maarda are instead called Iosalearn
* The Goddess Lensa is called Lenna, and is instead a large moth-woman
* The Goddess Ellmår is called Ella, and is instead a large owl-woman
* The God Basjtur is called Bannor, and is instead a large wolf-man
* The God Mærsjel is called Mannor, and is instead a fox-man
* The God Bev is called Delu
* The Goddess Alu is called Anu
* The God Handrin is caled Hanna
* The Goddess Julvira is called Alvir
* The Maarda do not exist in Cellik Old Gods.
* Soldi, Sjele are called Urram and Arram
* Speillørgard, Imellomgard are called Sgàtantalla and Meadhantalla
* Navner, Staargir, Valsung, Skorda, Sammun are called Ainman, Splechdman, Seinnma, Dìonma, Eìstma
* Helbolwen, Draugr, and Gaudr are called Dachaigh-na-tinn, Corpolc, Corpmath
 
==Demigods==
In the Old Gods faith, there exist Demigods, children of the Maarda who in turn were created by the Herrehem. Maarda as extensions of the Herrehem are a representation of those Arch-gods, and as such, their children are imbued with some level of divinity. That being said, these Demigods (commonly also called Tyrva) are still subject to Soldi, and just because they are divine in creation, does not mean they are divine in being. The Old Gods worshipers in fact believe that the Tyrva were born to achieve great things, but if they squander that potential then they lose their Soldi by default, and also lose the privilege of feasting with heroes and gods in Herrehem Himmel. The view of Demigods is controversial in modern times, as the old belief held by Old Gods worshipers was that anyone with abnormal eyes was in some form a Demigod. Indeed, that would include [[Vampires]] and [[Werebeasts]]. Many in the Old Gods community refuse to believe that Vampires and Werebeasts are also demigods, the conflict between believers reaching a boiling point until one of the Maarda, Loyalty, came before the faithful in [[Irvainvik]] in 106 AC, announcing the will of the Herrenhem.
 
According to this so-called Compromise of Solmonr, those with Vampire and Werebeast eyes are indeed in the possession of a Demigod soul, but not their own. Instead, the Old Gods believe that what infests the Vampires and Werebeasts is the passed soul of a demigod who could not pass over to Speillørgard, and become a Gaudr which eventually was twisted by their lack of Soldi into malevolence and evil. They have progressed beyond being a Gaudr and Draugr and instead became a Mængr, something that the world should be saved from. That does however still leave the other Demigods. All of these Demigods can be roughly categorized based on the color of their eyes listed below. It is important to note that in order to be classified as a Demigod, a person would need to be born with an abnormal eye-color, they cannot gain it at a later time in life. If they do, then that is considered a Gaudr or Mængr possession, and not true divinity. It is also important to note that just being a Demigod does not make one important to Old Gods worshipers. Old Gods worshipers in fact are trained to treat Demigods just like normal people, until such a time arrives that they achieve something legendary or worthy of respect, at which point they might start singing praises of their divinity. Among the Old Gods worshipers, divinity is not taken or given by birth, but earned through hardship and trials set out by fate and the gods.
* Gold eyes with a red limbal ring are believed to be the Demigods from the Union of Fire. They are believed to be prideful, raging, greedy, war-lusting, lustful, slothful and full of anger and yet cooperative and loyal.
* Silver eyes with a blue limbal ring are believed to be the Demigods from the Union of Air. They are believed to be whimsical, merciless, arrogant, righteous, stubborn and yet compassionate and empathetic.
* Purple eyes are believed to be Demigods from the Union of Earth. They are believed to be defensive, pensive and slow to act, tone-deaf to the trouble in the world, yet stronger than all others
* Pale green glowing eyes are believed to be the Demigods from the Union of Water. They are believed to be offensive, quick to act and not to think, too busy getting involved in everything, yet smarter and capable of greater intrigue than all others.
 
Note, not all Demigods are automatically those with abnormal eye color. It is in fact very normal for those with normal eye colors to claim to be Demigods, and this is technically not impossible. Most Old Gods worshipers are just unlikely to entertain such notions until they show any sign of heroism or great feat however. It is not unusual for Demigod status to be inserted into family lineage or family history.
 
==Practices==
===Worship===
Worship of the Old Gods is fairly simple and easy to do anywhere. The most common practice is to create a bowl of incense along with dried flowers, herbs and spices, as well as additional food offerings for the great feast in Herrehem Himmel. More complex rituals of worship include the sacrifice of cattle and livestock, as well as the burning of large quantities of grain and fruits. A common way to disturb someone’s luck and favor of the gods, is to deposit rotten food items into their prayer bowls and offerings, so as to offer something bad to the gods, by which punishment is handed to the person who owns the bowl. Personal prayers can also be said to the gods however, usually through meditation, or through drawing Old Gods runes on the body of the worshiper themselves, or to draw them onto others for blessings or protection.
===Rites of Passage===
All Old Gods worshipers go through a Rite of Connection at the age of 15, where they perform a certain ritual depending on the chosen patron god they wish to associate with. Each Rite is different, and each rite must be completed before the age of 20, otherwise they lose Soldi.
* The Rite of Lensa requires the initiate to breathe life where there is none. This one is rather flexible, allowing one to choose bringing life to a barren garden, children in a home that is unlived in, a school that does not know the laughter of children, or a retirement home that does not hear the stories of generations past.
* The Rite of Ellmår requires the initiate to serve for two years as a Livgardet or Husgardet. Livgardet are the personal guards of jarls and the nobility and other wealthy persons. Husgardet are healing houses of the ill, using herbology and mundane healing principles to cure the ill and give comfort to the dying.
* The Rite of Basjtur requires the initiate to defeat a 3 on 1 duel in the arena of Basjtur, such arenas exist in many cities where Old Gods worshipers live, one even exists in Regalia in Old Town. Those challenged must always be warriors, and must always be older than the one going through the Rite of Passage.
* The Rite of Mærsjel requires the initiate to tame a wild beast. This does not necessarily mean an actual animal, the rite can also involve attaching one’s self to a wild criminal or savage person, and bringing them to discipline and calmness.
* The Rite of Bev requires the initiate to die, and to survive. This does not necessarily mean they actually die, but rather, can also imply near-death experiences, or experiences that would normally kill others but not them, like ingesting lethal amounts of poison, yet surviving. Not many of Bev’s initiates survive the ritual, and it is not a commonly chosen one.
* The Rite of Alu requires the initiate to save the life of someone who is destined to die, in whatever way they can think of, medical, or simply by killing a would be assassin.
* The Rite of Handrin requires the initiate to go on a 2 year information sabbatical that causes them to write a Jovbok, a book of knowing. The book is then presented to the great library of Jokkalan found in the capital of [[Nordskag]]. If the Sammun at this library deem the Jovbok of adequate new information or new theory, the rite is accepted. If not, the person is sent back to start over.
* The Rite of Julvira requires the initiate to travel the five Julvin Gates. These are massive contraptions at the heart of traditional Velheim homelands, each of the five great Heims. The first is [[Old Yervonth]], near Old Ceardia, the second is [[Cain Folkar]] in the [[Cain Kingdoms]], the third is in [[New Yervonth]], which is now the [[Yervonth Kingdom]], the fourth is in the Throatcap Mountains in Drixagh, and the fifth and final gate is in [[Tryllejag]] in the [[North Belt]]. It is believed that once these gates were all connected allowing instant transportation between them, but no longer so, they are just massive inert stone gateways.
 
===Festivals===
*2nd of April represents the Gladdamat Festival, a festival where Old Gods worshipers bring thanks for food abundance, and celebrate the diversity of Velheim cooking by creating a large collection of dishes from the Old Gods cultures, and offering them up to strangers in the street. It is very common to bake sweets and savory bites, put them in a bag, and hand them out to passer-by’s in the street to enjoy, while telling them a bit about Old Gods cultures cuisine.
*17th of May represents Freedom day, where all Old Gods worshipers celebrate the freedoms they were given by the Old Gods, and their ability to live the life they want to live, the way they want to live it. It is said that during this day and this day alone, Soldi crimes that are not the worst (like betrayal and grave robbing) are forgiven by the gods. Many do not tempt fate, but still, the 17th of May is a day of dressing up nicely and drinking copious amounts of mead to get very drunk.
*5th of June is the Øya Festival, where the Old Gods worshipers celebrate the arts of Mærsjel in Music. This is commonly a large music festival where numerous musicians both within the Old Gods and outside of the Old Gods community come together to make music for 24 hours straight, while all the spectators get immensely drunk.
*10th of August is the Traldi Festival, wishing for the Union of Air to bring calmness to the sea and the winds, to pray for safety among the sailors and fishers and explorers. This festival is celebrated by wearing bright blue clothing and offering cloud-cakes to travelers and fishers alike, which are made out of white-fish cakes that are steamed with salt and vinegar.
*11th of November is the Traalbess Festival, wishing for good fortunes to come for the next year, and signalling the final harvest of Ripebær from the highest coldest mountains. This festival is usually celebrated through the eating of berry and fruit rich compote pies, and wearing crowns of dried blueberries and raspberries.
*5th of January is the Solstiger Festival, where the Old Gods worshipers celebrate the Maarda and the demigods. Anyone who claims or is known to be a demigod is put on a pedestal where they speak about their experiences and feats on a stage, and the crowd gets to throw cabbages or flowers depending on whether they approve or disapprove. The one with the mosty cabbages is crowned the king of cabbages and will smell for a week of rotten cabbage, while the one with the most flowers becomes the favored god-king for a week who all Velheim are compelled to listen to.


===The Magic Burden===
[[Magic]] is a very sensitive subject in Fornoss faith, because they have a long history with all the benefits and damages of it. Fornoss followers generally do not buy into the scholarly theories of the dimensions (Void/Exist/Ordial/Primal). While they don't refute those alignments as being real, to them, Exist and Ordial do not matter because they do not interact with their Gods in any way. In fact, more often than not, are Exist and Ordial aligned things enemies of the Gods, because they transgress or desecrate their domains. It is not so that every Exist and Ordial thing must always be attacked on sight however, Fornoss followers are more than capable of adopting apathy. Magic among Fornoss followers is understood between Seidr (non-Magical/Dragon Magic Divination), Galdr (God-Magic), Rúnar (God Magic Runic Power) and Nid (Void Magic). There is a technical fifth category called Trolldom, which is a term usually only used by fringe Fornoss followers like Hjordi or Ellador Velheim, which is the same as Nid (Void Magic), but is always evil and used to harm while Nid is not necessarily evil. Seidr, Galdr, and Rúnar are pretty simple to understand and generally unproblematic, Nid however causes some controversy. Fornoss followers acknowledge Void Magic (Nid) as potentially being a gift of Thirun, but that it can both be a blessing and a curse. They acknowledge the effects of Nid on the world as harmful, but that this power can also lend to great strength and achievements. Purism (hating all forms of Magic) does exist in the Fornoss faith, but aims at the idea that Nid is always too risky, and should be controlled/restrained/prevented from being used by caretakers of those cursed with Magic. There are parallels in Unionism, in that the Fornoss Faith identifies Void Magic as a heavy burden, of great power if used to gain Soldi/Svaldi, and of a great terror to the people if used to be careless and flippant and weak-minded. As with any perception of the Pantheons, this is entirely up to the personal beliefs of the faithful, some will condemn Nid as unambiguously evil, some will be frightful of it, while some will welcome it. Exist Magic does exist among Fornoss faithful, but when this occurs, the faithful just believe it was some sort of taint or touching from outside the faith. If someone has Ordial powers, they should generally be put out of their misery however. There are very few situations in which Ordial power is acceptable.
==Trivia==
==Trivia==
* The [[Great Oak Order]] takes their foundations in the Old Gods religion, basing their code of honor on the concept of Soldi.
* Rand depictions are actually not based on what people know he looks like, but what people think he looks like. Rand is claimed to have never left Volaheim, and there are no memories of direct interaction with him. The only thing that is known to be fully accurate however, are his size, his hairiness, and the transition scars on his chest.  
* There are many correlations between the [[Avatars of the Gods]] in Faith of Estel and the Maarda in Old Gods.  
* Thirun and Stalhjart are twin-brothers, identical twins in fact, but both of them style themselves very differently. They are sometimes mistaken for each other, but wide knowledge of their different appearance themes are spreading to correct this.  
* Unlike the Avatars of the Gods however, the Maarda are said to still walk Aloria, with numerous sightings all over the world.
* Blodrúna is the only God of either pantheon who was once a standalone Goddess of her own religion. Unfortunately, she killed her entire following, and only realized her error afterwards. She vows to do better as Goddess of the Fornoss faithful, hopefully.  
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[[category:Religion]] [[category:Human Religions]]
[[category:Religion]] [[category:Human Religions]]

Latest revision as of 01:26, 12 March 2024

Fornoss
VelTap.png
Religion
Pronunciation For-noss (like Nosferatu) (clear pause between the two).
Origins Presumed roughly 15,000 years ago.
Deities
Two distinct Pantheons of 7 Gods each.
Subsects
Some regional variance and naming changes.

Fornoss is one of the earliest Religions of the Ailor Race, that survived thousands of years of conversion by other Religions as well as attempts to be eradicated by various nations, as one of the few surviving so called Pagan Faiths. Unlike the other (mostly) dead Pagan Faiths, Fornoss 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 also called the Old Gods Religion, but this is not a historically correct term. The Gods are not old from a pure chronological perspective, and it is certainly not the oldest Religion in Aloria. This term was mostly popularized by the Ailor, who when reviewing only their own 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. It is said that the Eili Gods were born at the foot of the tree Arne surrounded by Dragons, though it is unclear if these refer to the Draconism Dragon Gods, or just the folktale version of Dragons which may also have been Skywyrms (mythical flying reptilian creatures from Velheim belief which are not Dragons, nor Wyverns). There is also some theological debate about whether Arne is actually the Draconist Goddess Daiana, because no Tree of Life has ever been found elsewhere, but most Fornoss believers hold onto the version that states Arne is not a Dragon. 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 Oldt Tera (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 misery and slavery 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 as two distinct unions, and the Fornoss people were finally given safety in Volaheim's embrace through the Vaarda Gates. For thousands of years, the Fornoss followers spread across the world through the Vaarda Gates, until Svartskra.

Core Beliefs

The Fornoss Gods are divided between two distinct Pantheons, the Eili who are generally considered mindful and virtuous but restrained, and the Vola who are generally considered opportunistic and selfish but powerful. The two Pantheons represent the two halves of any person's soul, filled with desire to do good by others, and desire to do good by one's self. It is important to stress here that there is no ontological morality that can be assigned to either Pantheon. While some Eili create the impression of being purely benign, they are in ways just as flawed as mortals and have desires and wants and needs that can cause them to commit great misdeeds, such as the time when Bard cut off Svol's arms because Svol refused to participate in Bard's punishment of the faithful for small misdeeds. Similarly, Hrymrøk foments chaos and anarchy wherever and whoever she touches, however even when cities crumble and burn, does the destruction give way to the liberation of the enslaved Fornoss followers that lived in the undercities. While generally speaking all Gods have good intentions for their followers, they are all equally capable of cruelty, misguidedness, deceitful or selfish actions to preserve their worship, which speaks to their vanity. However, because Soldi inherently represents helping others, and Svaldi represents using others, the faithful still draw lines in the sand and dictate morality on each other based on their personal beliefs, even if there is no theological reason to reinforce it. There are some people who worship only the Eili called Eilirik, and some people who only worship the Voli called Volirik, while a person who worships both is called a Hvarkirik. These three groups tend to conflict with one another for religious reasons, but usually unite when facing an external threat, like they did during the Skagger Wars against Regalians. Fornoss does not have a strict list of Virtues and Vices, rather, source the list of Soldi and Svaldi enriching activities from the Gods and Goddesses section.

Soldi & Svaldi

Soldi and Svaldi are two very important terms that accompany the Fornoss believers throughout all their lives. In the simplest of terms, Soldi is honor derived from virtue, while Svaldi is honor derived from opportunism. Soldi and Svaldi can be seen as resources that souls accrue in life as they grow older, and the goal of any Fornoss believer generally is to acquire high Soldi or Svaldi and be permitted into the afterlives of the Eili and Vola. Some might even consider trying to acquire both, a difficult balancing act, but if successful, might result in the very Gods themselves playing games of skill and wit to secure the soul for their own afterlives. This can sometimes result in a so-called Hvitdraugr, who is Undead Draugr until such a time comes that the Gods have finished their conflict over the person's soul (if they stay alive for that long in an Undead unfriendly world). Finally, it is also possible to lose Soldi or Svaldi from actions that go against the tenets of the Gods. It is in fact possible to lose all Soldi or Svaldi all at once, but this is usually not a complete disaster. Either honor can be restored, and can in fact be restored by another person. It is not uncommon for a father to lose all Soldi, resulting in their son beginning a quest to restore Soldi in his name. When offering his achievements up to the Gods, he offers them in his father's name, resulting in the Gods restoring the Soldi of his father. It is even possible to do this for people who have already died and passed into Imellomgård (purgatory), or who have come back from Imellomgård as Draugr Undead. In such a case, the living must restore their Soldi or Svaldi, after which they are released and restored to the proper afterlife, and in rare cases, to life either as a living person or a Revenant Spirit.

Eiliheim & Volaheim

Unlike all other Religions, Old Gods has two afterlives, the Eiliheim which is the paradise of the Eili Pantheon, and the Volaheim which is the paradise of the Vola Pantheon. There exists also a realm in between, but this is not really classified as a paradise and more like a purgatory called Imellomgård, which literally translates to the land in between. While Eiliheim and Volaheim are described as places filled with the luxuries of life and pleasures of mortal life made immortal, Imellomgård is a land devoid of color, song, happiness and purpose, where souls who are refused entry into the other afterlives are forced to wander for all eternity. To enter Eiliheim, a person must have high Soldi, and to enter Volaheim, a person must have high Svaldi. If a person has neither in adequate quantity, or offended both Pantheons by having negative Soldi or Svaldi, they are condemned to Imellomgård to wander the mirror-wastes for all eternity. Though, Undead sometimes come back from Imellomgård in the form of Draugr Undead, if their bodies were not properly interred in the Helbolwen burial sites.

Divine Mechanics

All Religions provide 1 single Mechanic to their Believers that fits within the flair of their Religion. This Mechanic is lost if the individual stops believing in the Religion, or becomes a heretic, but can be regained. Afflicted can use this mechanic, but having the mechanic does not imply that they have blanket forgiveness from their Gods, just that there is more nuance to it than that.

  • 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. 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!

Svartskra

The Svartskra identifies a pivotal point in Fornoss history that despite its massive importance to all Fornoss believers, is mostly shrouded in mystery either by the Eili forcing the faithful to forget, or the people willingly abandoning any reference to this period to avoid the stray faithful from looking too deep into the matter and opening old wounds. As part of the Fornoss origins, the so-called Vaarda Gates, exist all over the world visited by Fornoss followers, helping their early colonizing boom. It is said by the Eili that these Gates were built by Bev, and passed through Volaheim to fold time and space together, allowing instant transportation across vast distances. At some point, the relationship between the Fornoss believers and the Eili, as opposed to the Vola and their Spirits, turned sour. It is said by the Eili that Rand (who they call the Great Betrayer) tricked them and condemned the Fornoss followers to some kind of horrible fate, thus causing their rebellion against the Pact that was meant to save the early Velheim people from Elven enslavement. From this point it is unclear if the Fornoss believers were expelled or fled from the Volaheim Gates. Whatever the circumstances, the Gates were closed shut after everyone was out with Bev's Keys (Artifact Weapons), which were then scattered across the world. The Vola maintain that the Eili fomented a false rebellion and that the followers defaced the Vola in their own home, though whichever version is closer to the truth, is hard to say as both sides have motive to lie. The last side effect of Svartskra (the day the Gates shut), was that the two Eili who had brokered the deals with the Vola the Flesh God Gro and the Metal God Jord were banished by the Eili and stripped from the Pantheon. Similarly, the Vola banished the two Gods responsible for working out the deal with the Eili being the Revenge God Asbjørn and the Greed God Frynni, who were also stripped from the Pantheon. Since this day, the Eili and Vola have been immortal enemies. As a consequence of this animosity, both sides agreed to refrain from interfering with the faithful too much, so as to prevent all out holy war within the Religion. This explains why the Fornoss Gods have been exceptionally silent during major tragedies that struck for example the Velheim people in the past 300 years, however in recent years, this policy has shown signs of cracking, with some raising concerns that if the Gods get too involved, that they will start fighting each other.

Gods and Goddesses

The Fornoss Gods are divided over two Pantheons, Eili and Vola. The Gods are always presented as Eili on the Left, Vola on the Right (if their opportunistic theming didn't give it away), though as some Gods are ambiguous as they were once Eili and became Vola, the left-right distinction has to be mentioned. Titular naming for the Gods (for example, Herald the Dark Celestial) is not necessary, it just provides a more poetic way of referring to them without using their name directly. Because both Pantheons expelled two Gods each, and because the Pantheons didn't become established all at once and some Gods joined much later, it is still possible for this Pantheon to grow. While Fornoss faithful can choose Patron Gods that they feel strong connections to, unlike other Religions, a Fornoss Follower must always worship whole Pantheons, either only Eili or Vola Pantheons, or both.

Bev, Doorway of the Moon
caption
  • Name: Bev, the Lord of Water, the Dead Ferryman or the All-Seeing Mirror.
  • Domain: Bev's domain is the mortuary cult, the death rites, and mortal aging.
  • Symbols: Mirrors, The Mortuary Cloth, rich and deep colors of Blue and Black.
  • Role: Bev measures the Soldi of the Dead, and guards the Gate to the Afterlife.
  • Traits: Cryptic, Silent, Reserved, Slow-Acting, Careful, Observant, Learned.
  • Temple: Bev's largest Temple is the Dead-Door Mortuary in Irvainvik, Drixagh.
  • Allies: Ammuloa followers, priests of other societies, especially Unionist.
  • Enemies: Anything Ordial Aligned, especially Undead, and more so Draugr Undead.
  • Soldi: Gained from tending/respecting to the dead, lost from disrespecting the dead.
  • Rituals: Bev rituals involve the tending of Helbolwen graves, refreshing flowers and offerings, and lighting candles by the Bev statue which can always be found in a Helbolwen. Bev is also worshiped through the singing chalice, large chalices filled with water and played somber and harrowing tunes with by gliding fingers over the rims.
Rand, Herald the Dark Celestial
caption
  • Name: Rand, called Great Betrayer by Eilirik, or Power Arken by non-believers.
  • Domain: Rand is the lord of Volaheim itself, said to never leave his realm.
  • Symbols: Rand's symbol is the red Evil Eye, bear claw scars, and bears.
  • Role: Rand acts like a King of the Vola, and commander of the Volaheimr.
  • Traits: Power-hungry, Domineering, Authoritarian, Strong-willed, Capable.
  • Temple: Rand has no temple, Volaheim itself is one big temple to his glory.
  • Allies: Rand's only allies are the Void Arken, he has no need for others.
  • Enemies: Rand has no explicit enemies, except for the Exist Arken, notably Justice.
  • Svaldi: Gained from establishing power and control, losing from banishment.
  • Rituals: The Feast of authority involving guests choosing their preferred leader among the gathered, with the winner gaining Svaldi. The Binding of Power is respected even by the Eilirik, a ritual in which two persons agree to a binding pact in blood, that if either fails or breaks, they lose all Soldi or Svaldi when vowed to their preferred Gods.
Leif, Warmth of the Fire
caption
  • Name: Leif, the Lord of Fire, Warmth of the Rising Sun.
  • Domain: Leif is the God of Love and Affection, and of Passion and Care.
  • Symbols: Leif is represented by Fire and the blazing Golden Sun.
  • Role: Leif is set to bring warmth and sunlight to the world and to hearts.
  • Traits: Compassionate, Loving, Parental, Passionate, Driven, Energetic.
  • Temple: Leif's largest Temple is the Sun-Sky House in Kongehjem, Nordskag.
  • Allies: Theomar Followers, Regulus Followers, and kindhearted Bloodcast Knights.
  • Enemies: Followers of any Moon-themed Gods, Armas/Amandaros followers.
  • Soldi: Gained from loyalty to Lovers/Family and Kindness, lost from Treason.
  • Rituals: Many of Leif's rituals involve offering things like fruits or hunted animal carcasses to the flame, believers saying that the flames offer them up to Leif until nothing but ash remains, absorbing the life and using it to pull the Sun through the sky each day. Other rituals involve the sharing of passion with other believers in his Temples.
Thirun, Fates of the Dark Sun
caption
  • Name: Thirun, called Pride Arken or Ott by non-Believers.
  • Domain: Thirun is the God of Magic and of Pride and Vanity.
  • Symbols: Thirun is represented by the Dark Sun surrounded by Light and Hounds.
  • Role: Thirun is the source of all Fornoss God Magic but also the Magic Burden.
  • Traits: Prideful, Vain, Sardonic, Sarcastic, Greedy, Scornful, Ego-driven.
  • Temple: Thirun's largest Temple was destroyed by Regalia in the Elven War.
  • Allies: Pride/Fury Arkenborn, Evolism followers, Vampire hunters.
  • Enemies: Vampires, Justice Arkenborn & Followers, Publicly Weak Persons.
  • Svaldi: Gained through great achievements, lost by losing Duels.
  • Rituals: The Prideful Parade is one custom that involves demanding others show to a public roasting session where the aim is to praise the person who demanded they show, and roast the opponents who invited others. Another is the Prideful Feast, where each produces Food which instills pride in their cooking, and they compete over the best dish with others.
Njal, Keeper of the Light
caption
  • Name: Njal, the Herald of Spring, Keeper of the Light.
  • Domain: Njal's domain is that of light, and the sky, as well as all of the arts.
  • Symbols: Njal is represented by clouds and bright pastel colors and light prisms.
  • Role: Njal is the diplomat and artist of the gods, providing entertainment in Eiliheim.
  • Traits: Artistic, Snarky, Whimsical, Creative, Sloth, Childish, Caring.
  • Temple: Njal's largest temple was destroyed when Ceardia became forsaken.
  • Allies: Artists, Musicians, and Creatives of any kind, and Queer people.
  • Enemies: Njal's only true enemies are those who abstain from a good stiff drink.
  • Soldi: Gained by creative expression and bringing joy, lost by destroying art.
  • Rituals: Njal is Bard's husband, and because of this, many of his rituals involve Bard in some way. Skysteel Forging is the act of letting an artist inspire a forger to produce a work of art and tough steel at the same time. Other rituals involve poetry duels, and Annointment of the Artist, where Artists use body paint on a strong Man dressed as Bard for Art.
Svol, The Punished Shadow
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  • Name: Svol, Bard's Bane, the Dark Lightning Lord.
  • Domain: Svol's domain is thunderstorms, but more metaphorically of lies and deceit.
  • Symbols: Shadows, Lightning, Missing or fully Tattoo'd arms, the colors black and yellow.
  • Role: Svol was once a Eili, until punished by Bard, changed teams to plot for Rand.
  • Traits: Analytical, Mindful, Deceitful, Witty, Suave, Charming, Good-Tempered.
  • Temple: Svol's Temple is the Copper Tower now within Life Isldar land in Ellador.
  • Allies: Trickster god followers and politicians, Inth & Nox followers.
  • Enemies: Justice Arken(born), Guards, Knights, Justicars, Knights.
  • Svaldi: Gained in subterfuge plots, or beaten Knights, lost by being deceived/losing.
  • Rituals: Svol's rituals are deceptively easily hidden as party games, especially those that involve lying. A common one is Svol's Gauntlet, where everyone produces 2 truths and a lie, and gains points each time a person in the gathering cannot guess which one is the lie, or guesses wrong. Another is punishing tyrannical/corrupt law enforcement with violence.
Dáuw, Bringer of Order
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  • Name: Dáuw, The Under-King, the Dwarf-Lord, the Last Stalwart.
  • Domain: Dáuw is God-King of the Dwarves, and the Lord of all Soil and Order.
  • Symbols: Dáuw is represented by the Dwarven Runes and shapes of Mountains.
  • Role: Dáuw's role is to bring order to mortal society through stable structure.
  • Traits: Resolute, Stalwart, Defiant, Stubborn, All-Knowing, Contemplative.
  • Temple: Dáuw's largest Temple is the Great Chamber in Rammuur, Ellador.
  • Allies: Historians, Legislators, Juvin followers, Justiciars, Knights.
  • Enemies: Anarchists, Evolism followers, Jacobins, Drakkar, Populists, the Military
  • Soldi: Gained by showing Solidarity, lost by letting society slip to anarchy.
  • Rituals: Dáuw have changed over the years, changing from justice and order-reinforcing rituals, to rituals more centered around Dwarven culture, as a byproduct of the catastrophic population decline of the Dwarves. Any festival or event that celebrates, highlights, or discusses and educates on Dwarven Culture is a form of worship to Dáuw.
Hrymrök, The Charnel Chaos
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  • Name: Hrymrök, Sirannal Týmal (in Elven), or the Anarchy Arken to non-believers.
  • Domain: Hrymrök is the chained guilt of the Elves towards the Fornoss believers.
  • Symbols: Broken chains, cracked shields, and broken statues mended with gold.
  • Role: Hrymrök was imprisoned by Rand to repent for Elven slavery by freeing them.
  • Traits: Wroth, Vile, Ill-Mannered, Haughty, Snobby, Loathsome, Indignant.
  • Temple: Hrymrök's Temple is the Haunting Mask Cliff in Maartasil.
  • Allies: Slave-Abolitionists, Allorn-Haters, Estelley Faithful (except Cemaan).
  • Enemies: Cemaan followers, Unionism followers, Archon, Draconism followers.
  • Svaldi: Gained by freeing Thralls & Mind-slaves, lost by being enthralled.
  • Rituals: Hrymrök is a bit of an oddity even for a Vola, because she doesn't really want to be a Goddess. Still, worship to her is more a form of satisfaction appeasement, as if the faithful are responsible for keeping her happy while she does her work freeing Fornoss slaves and oppressed from Elven control by food/wealth offerings to her Magenta Flames.
Halfvel, Father of Godly Blood
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  • Name: Halfvel, the Wolf-Father, The God-Mark Bearer, The Ice-Wolf.
  • Domain: Halfvel is the lord of Demigods, the tamer of Marken & other Beasts.
  • Symbols: Halfvel is represented by the Cloth of Dominion & Wolves.
  • Role: Halfvel's role is to purposefully produce offspring among Mortals.
  • Traits: Guiding, Remorseful, Helping, Altruistic, Melancholic, Loyal.
  • Temple: Halfvel's largest Temple is the Wolf Rest in the Cains.
  • Allies: (self-controlling) Marken, other Godborn, and Asha & Urlan.
  • Enemies: Those who hunt Transformed Persons, The Afflicted, Undead.
  • Soldi: Gained by protecting the environment, lost by killing Transformed Persons.
  • Rituals: Halfvel's rituals often involve the seeking out of Halfvel's Godborn children, and aiding them in their quest for Demigod status among Fornoss followers, or correcting their path if they have been led astray. Other forms of Worship involve helping those who Transform deal with their curse, or protecting them from persecution.
Eikki, Drinker of the Blood Taint
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  • Name: Eikki, the Arne-Drunk, The Revel-God among other Party epithets.
  • Domain: Eikki is the God of Feasting and Festivities and Joy, even as Vola.
  • Symbols: Eikki's Symbol is the Beer Keg and the masks of joy and pleasure.
  • Role: Eikki guards (and drinks) Arne's Blood brew that has immense power.
  • Traits: Joyous, Gregarious, Wild, Festive, Good-Natured, Drunkard.
  • Temple: Eikki's largest Temple was thrashed by him after a legendary binge.
  • Allies: Eikki is everyone's friend and tries to give everyone a chance.
  • Enemies: Eikki has no enemies, as any enemy becomes a friend with one drink.
  • Svaldi: Gained with wild parties and getting stuff people drunk, never lost.
  • Rituals: As Eikki was once Eili but condemned to become Vola when he transgressed by drinking Vola's Blood, his rituals and worship is relatively benign when compared to the other Vola, despite the implication that he is changing into something else. Worship of him invariably just involves getting black-out drunk, and having great parties.
Bard, Iron Lord of Protection
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  • Name: Bard, the Steel-Father, Axe of Judgement, the Law-Bringer.
  • Domain: Bard is the God of Justice and Steel, of all Crafts and Law.
  • Symbols: Bard is represented by the Lynx, and the steel anvil.
  • Role: Bard is Retribution, manifesting to honor-less mortals for judgement.
  • Traits: Judgemental, Merciless, Headstrong, Iron-willed, Unsympathetic.
  • Temple: Bard's largest Temple is the Lynx-Claw Great Hall in Ruttswyn.
  • Allies: Justice Arken(born), Knights & Guards, Bodyguards & Hor followers.
  • Enemies: Evolism followers, those that deface Art, Death Cultists.
  • Soldi: Gained by being Just/Brave, lost by letting injustice prevail.
  • Rituals: Bard being Njal's husband often has his rituals tied to him (see Njal's section). Specific worship of Bard often emulates his legendary rage being soothed by Njal's soft touch, mimicked for example by taming wild animals and breaking in wild horses. Other forms of worship involve solitary wood carving or general crafting like forging or carpentry.
Blodrúna, The Crimson Carnage
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  • Name: Blodrúna, The Blade-Queen, Red Terror to non-Believers.
  • Domain: Blodrúna is the Goddess of War, Carnage, Murder, and Victory.
  • Symbols: Blodrúna's symbols are the Bloodied Blade, and the Blood Crown.
  • Role: Blodrúna is a savage killer-God who teaches Carnage on the battlefield.
  • Traits: Cruel, Murderous, Psychotic, Violent, Contemplative, Poetic.
  • Temple: Blodrúna's largest Temple is the Sanguinus Pit in Hvitskag.
  • Allies: Only Vampires. No one else appreciates Blood as they do.
  • Enemies: There is no such thing as an Enemy to Blodrúna, only Prey.
  • Svaldi: Gained by ending a worthy life, lost by ending a weak one.
  • Rituals: Blodrúna is perhaps the most unambiguously dangerous and psychotic Goddess of any Religion, but it is important to note she never turns on her own faithful. Blodrúna's worship involves prayer before, during, and after battle, all in the hopes to be given a bit of her skill with sharp things in the heat of battle, and pray for her not to turn on the faithful.
Elkonur, The Winter Hunter
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  • Name: Elkonur, the White Shepherd, the White Guardian, Snowfall.
  • Domain: Elkonur is both Herald of Winter and Demon-Hunter.
  • Symbols: Antler Horns, White Fur, and any shape of Snow-flake.
  • Role: Elkonur's sole role is to slay Vola servant Spirits out of Volaheim.
  • Traits: Pensive, Wise, Alert, Nomadic, Careful, Precise, Predictable.
  • Temple: Elkonur's largest Temple is Storheim Hall in Jorrhildr (Urlan Land).
  • Allies: Urlan, Suvial Elves, Aelrrigan Knights, Zealots.
  • Enemies: Spirits, Theurgists, Kathar, Argentum Knights, Arkenborn.
  • Soldi: Gained by banishing (temp killing) Spirits, lost by nothing.
  • Rituals: Elkonur is the youngest of the Eili, and specifically joined after Svartskra explaining why he hunts errant Spirits from Volaheim while the others are inactive. Worship and rituals of Elkonur involve protecting Fornoss religious figures as well as hunting and ending Spirits, even if they are only banished temporarily.
Odal, Fear of the Dark
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  • Name: Odal, Svol's Shadow Twin, Odalv Father, Spirit Father.
  • Domain: Odal's domain is that of Spirits and vengeance for Blasphemy.
  • Symbols: The Long Claw Hand, Odal's Burning Heart, Blue Lightning.
  • Role: Odal hunts those who defile Rand's Temples and Shrines for him.
  • Traits: Calculated, Emotionless, Skilled, Imposing, Relgious, Loyal.
  • Temple: Odal's largest Temple is the Blue Hall in Middeskag.
  • Allies: Spirits, Zealots, Theurgists with Spirit consent.
  • Enemies: Suvial, Aelrrigan Knights, Those who use Spirits without consent.
  • Svaldi: Gained by punishing Blasphemers, lost by showing cowardice/weakness.
  • Rituals: Odal was once Eili like his twin, but willingly turned to the Vola because he felt the Eili were weak, and traded power for loyalty to Rand. Odal is very active with mortals like Elkonur is, specifically recruiting his Odalv warriors by infesting them with Spirits to fight for him and defeat those who violate Rand's name and Temples.
Nidr, Dread of the Inner War
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  • Name: Nidr, the Weaver of Cursed Fates, the sleeping Horror.
  • Domain: Nidr weaves the Fates of those with low Svaldi and Soldi.
  • Symbols: Spiders, Spider webs, battle-rage, berserkers, Skagger Warriors.
  • Role: Nidr empowers the vengeful defense of Fornoss against outsiders.
  • Traits: Independent, Ungovernable, Fate-driven, Dedicated, Foresight.
  • Temple: The Silk-woven halls in Kvitæya, Regalia Archipelago in Drixagh.
  • Allies: Tanthor and Dari faithful, Khannar Faithful, Daiana Faithful.
  • Enemies: Caius Faithful, Regal-Cultured/Colonial Regalian Nobility.
  • Soldi: Gained by defending Fornoss/Velheim people from cultural colonialism.
  • Rituals: As Nidr is the God of the "Cursed Fate", he weaves the Fates in prophecies for those who have low Svaldi/Soldi in a last ditch attempt to save their soul. Fulfilling this prophecy is part of the rituals towards him. He however also represents the will of Fornoss faithful to be masters of their own identity and future, and so the very act of resisting colonialism and cultural assimilation is a form of worship towards him.
Stalhjart, Fury of the Outer War
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  • Name: Stalhjart, Avatar of War, Dominion of Battle, the Unvanquished Bulwark.
  • Domain: Stalhjart's domain is that of warriors and honorable battle and duels.
  • Symbols: The flame emblazoned sword and axe, and the ochre war paint.
  • Role: Stalhjart defends the Fornoss faithful in pivotal moments for survival.
  • Traits: Furious, Ill-Tempered, Energetic, Violent, Melancholic, Crude.
  • Temple: The Eternal Flame Temple in Helsikki, Regalian Archipelago in Drixagh.
  • Allies: Caius faithful, Gladiators and Warriors, Allest and Brand faithful.
  • Enemies: Pacifists, Ithanians, Those who kill or maim during duels of skill.
  • Svaldi: Gained through feats of skilled combat and having a winning-spree.
  • Rituals: Stalhjart rituals are as one would expect, expressed through honorable, fair, and disciplined duels, or tournaments. It is crucially important that Stalhjart does not condone killing, and is often in opposition to Blodrúna who very much relishes in it. For Stalhjart, killing is not the ultimate goal, but expressions of martial skill, strong body, and iron will to persevere in a fight, and to always seek greater heights to aspire to in martial power.

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 places far removed from society may even use different names altogether. The lore presented on the God listing should generally remain consistent, but players are encouraged to embellish details and fill the gaps with their own 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 very 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 entirely possible to be a self-taught bog-priest, but in more urbanized settings, mentorship is common. Mentors hold a great importance in the lives of priests, who tend to pick carefully.

Helbolwen & Hel

A Helbolwen 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 that it can expanded by digging further down. Helbolwen always have an entryway which acts both as shrine to Bev, and the actual embalming chamber. The word "Hel", will also come up frequently. While traditionally it has been a derogatory term for Volaheim & Imellomgård, it slowly became a term used to generally describe a place one does not want to be in the afterlife or the afterlife as a whole. Hel is usually used in a negative connotation, and has even permeated in common language due to Velheim-Common interactions in language. Nowadays, the term just refers to everything to do with death.

Helvigja

Helvigja, roughly translating to death-consecrator, is one of the peripheral priestly occupations that specifically is a member of Bev's Mortuary Commune. Helvigja primarily perform the mortuary rites, in embalming, interring or otherwise burying the dead. The embalming process is always accompanied with the Song of the Dead, which is sung throughout the process and the interring process by at least one Helvigja or their protectors. Helvigja work does not end with interring however, in general they keep Helbolwen clean of vermin, other unwanted inhabitants, and in rare cases, are tasked to end the un-life of an Undead who has come back from either improper embalming, or by escaping Imellomgård. Helvigja also linger around Helbolwen to provide mourning help to those bereaved with 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, 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. Helharjar also assist the Helvigja with carrying coffins if need be, and frequently stand guard if a Helbolwen is in an active warzone to prevent collateral damage. Helharjar are very often partners of Helvigja, or end up becoming partners of them, due to their proximity of work and coordination.

Andlistari

Andlistari, 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 most importantly of all, do 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 serves a secondary function, in that they can make assessments of Soldi or Svaldi of the dead, and help indicate the bereaved if they should quest to restore honor.

Sagnaflétta

Sagnaflétta, rougly translated to Weaver of Stories, are much like Andlistari travelers though it should be said there will be more than enough work for one in Regalia never to travel. Sagnaflétta are scribes just like Andlistari, but focus more on the realm of the Gods than Mortals. Sagnaflétta travel to record oral legends and folklore from the disparate Fornoss faithful across 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.

Peripheral Concepts

Peripheral Concepts are important thoughts from Fornoss theology, that didn't necessarily fit anywhere else on this page, but also aren't strictly necessary to know. They cover a wider range of topics which Fornoss believers have a solidified opinion of, or things that Fornoss faithful might get questioned on in Roleplay and may be useful to have answers for.

The Arken Matter

One as of yet 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, even to those who do not worship them directly because they are Eilirik. The Fornoss faithful are not so stubborn so as to reject the scientific notion that some of their Gods were Arken long before they were their Gods, but are very resolute in rejecting any rhetoric that would then claim off that fact that they are false Gods. The Vola who are also Arken are very real and divine to those who worship the Vola, they interact and bless the faithful, and empower God Magic beyond the scope of what Void Arken normally could. To the Fornoss faithful, the Vola Arken are real Gods in every sense of the word, and some of them are even more God-like than many of the other weaker Gods of other Religions, specifically because they are so hyper-active and are able to affect the world in more far-reaching and meaningful ways than other Gods ever have.

Vaarda Gates & Keys

Vaarda Gates are an ongoing concern or delight depending on one's interpretation, to the Fornoss Faithful. What exactly happens when one opens is unclear, and it is even unclear if Rand 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 Vaarda 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, even among the Volirik, that opening the Vaarda Gates without the necessary protections, preparations, or considerations, is generally an awful idea. Even the Volirik have to acknowledge, that nobody knows what is behind those Gates, and that entering the afterlife as a living person, is generally a bad thing unless given protection by the Vola or Eili Gods.

The Magic Burden

Magic is a very sensitive subject in Fornoss faith, because they have a long history with all the benefits and damages of it. Fornoss followers generally do not buy into the scholarly theories of the dimensions (Void/Exist/Ordial/Primal). While they don't refute those alignments as being real, to them, Exist and Ordial do not matter because they do not interact with their Gods in any way. In fact, more often than not, are Exist and Ordial aligned things enemies of the Gods, because they transgress or desecrate their domains. It is not so that every Exist and Ordial thing must always be attacked on sight however, Fornoss followers are more than capable of adopting apathy. Magic among Fornoss followers is understood between Seidr (non-Magical/Dragon Magic Divination), Galdr (God-Magic), Rúnar (God Magic Runic Power) and Nid (Void Magic). There is a technical fifth category called Trolldom, which is a term usually only used by fringe Fornoss followers like Hjordi or Ellador Velheim, which is the same as Nid (Void Magic), but is always evil and used to harm while Nid is not necessarily evil. Seidr, Galdr, and Rúnar are pretty simple to understand and generally unproblematic, Nid however causes some controversy. Fornoss followers acknowledge Void Magic (Nid) as potentially being a gift of Thirun, but that it can both be a blessing and a curse. They acknowledge the effects of Nid on the world as harmful, but that this power can also lend to great strength and achievements. Purism (hating all forms of Magic) does exist in the Fornoss faith, but aims at the idea that Nid is always too risky, and should be controlled/restrained/prevented from being used by caretakers of those cursed with Magic. There are parallels in Unionism, in that the Fornoss Faith identifies Void Magic as a heavy burden, of great power if used to gain Soldi/Svaldi, and of a great terror to the people if used to be careless and flippant and weak-minded. As with any perception of the Pantheons, this is entirely up to the personal beliefs of the faithful, some will condemn Nid as unambiguously evil, some will be frightful of it, while some will welcome it. Exist Magic does exist among Fornoss faithful, but when this occurs, the faithful just believe it was some sort of taint or touching from outside the faith. If someone has Ordial powers, they should generally be put out of their misery however. There are very few situations in which Ordial power is acceptable.

Trivia

  • Rand depictions are actually not based on what people know he looks like, but what people think he looks like. Rand is claimed to have never left Volaheim, and there are no memories of direct interaction with him. The only thing that is known to be fully accurate however, are his size, his hairiness, and the transition scars on his chest.
  • Thirun and Stalhjart are twin-brothers, identical twins in fact, but both of them style themselves very differently. They are sometimes mistaken for each other, but wide knowledge of their different appearance themes are spreading to correct this.
  • Blodrúna is the only God of either pantheon who was once a standalone Goddess of her own religion. Unfortunately, she killed her entire following, and only realized her error afterwards. She vows to do better as Goddess of the Fornoss faithful, hopefully.

Accreditation
Writers MonMarty
Artists MonMarty
Processors FireFan96
Last Editor Firefan96 on 03/12/2024.

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