Showing posts with label religion. Show all posts
Showing posts with label religion. Show all posts

Saturday, May 26, 2018

Goblins & Orcs: Strength in Weakness & Weakness in Strength



To the peoples of Sublanarya, there is little difference in the orcish and goblinoid invasions from across the waters between the Dead and Dragon Seas. They are merciless conquerors, like locusts, who devour their crops, demolish their townships and enslave their peoples. They have sharp teeth, red, green or grey skin, pointed ears, speak strange tongues and worship strange gods. And yet, these two different groups fight each other as often as they fight the native population. They are, despite the surface similarities, psychologically opposed.

Goblins find strength in weakness and orcish weakness comes from their strength.


Goblinoids are a race that dates back to the Wyrd Wars. They were created by Gob the Horned Master, a diabolical duke associated with conquest and slavery, to serve him as his soldiers in his conquest of the material plane. Their legends say that he first tried to conquer a dwarven hold with his diabolical minions until both forces were decimated and brought to a standstill. The dwarven leaders offered a parley for peace. Gob was so disgusted that he hocked a mouthful of mucus onto the blood soaked mud at his feet. An army of diminuitive humanoids, green of hue as his mucus, rose up and finished off the dwarves. These were the first goblins and Gob imbued them with his ambition and cruelty.

Gob was slain by Urd the Forgefather, the patron god of the dwarves, and left the goblins without a master to guide them and a millenia long hatred for dwarves. The goblins were scattered across the world without leadership.

Goblins are a diminutive race, standing between 3 and 4 feet tall, with a dexterous frame with yellow to green colored skin (with some variance). They have sharp teeth, long & pointed ears, broad and pointed noses, beady yellow or red eyes, and with black hair-- males are prone to varying signs of baldness. They make up for their size and weakness with ferocity and numbers. Goblins breed and mature quickly, reaching adult age within 10 years, and often having broods of two to six per short pregnancy. This feature allows them to quickly fill the numbers for any horde.

Goblins live in familial tribes, usually building their lairs in caves far from other humanoids, and have a hunter-gatherer lifestyle. From a young age, goblins are taught that nothing is fair, that you have to fight for your own survival and that ruthless aggression is rewarded. Male goblins spend a lot of time gathering resources, usually through theft and banditry, and making short-term alliances with other tribes and monsters to raid villages. Goblins know they value of strength in numbers because it is their biggest strength. Female goblins usually rear the young and maintain their lair but, just as often, join the males in their raids.

Bugbears are the outliers of goblinoid society. With yellow skin, furry bodies, sharp claws, short-carnivore snouts and a hulking muscular form, bugbears are easily the most physically intimidating of the goblinoids.

They were created by Gob's son, Zorguhl the Brute, who valued strength above all else. Zorguhl is a cruel god who demands sacrifices from his priests who, unfortunately for Zorguhl, are few because of the inherent laziness of his creations. Bugbear are predators who live in small family units, but just as often prefer to live on their own or seek out a tribe of goblins to bully into servitude. Bugbears, like their god, are afflicted by laziness. Bugbears are opportunistic and cruel but lack the ambition or intelligence to lead like their hobgoblin counterparts. In goblin hordes, they most often serves as scouts, hunters and as brutal bodyguards for hobgoblin warlords.

Zorguhl was no replacement for his father Gob and he was leading the goblins with disastrous results of the goblins and bugbears fighting each other and making reckless decisions. Mal-Dorig the Dread Conqueror subdued Zorguhl and took the reins. Under Mal-Dorig, the goblinoids reached the zenith of their civilization. His biggest contribution was the creation of hobgoblins, from cross-breeding humans and goblins, to create a race of medium sized soldiers that are stronger and more menacing than their diminutive goblinkin and smarter than the brutish bugbears. They are leaders of goblinkind and the driving force behind any goblin horde.

Hobgoblins have shorter noses and ears than goblins, with orange to reddish hued skin, dark hair, often with facial hair, and stand between 5'6'' and 6'6''. Some hobgoblins have unique features with "blue-noses" being common among famous warlords. And there are plenty of famous hobgoblin warlords.

They are far more disciplined than their lesser kin, being born and raised as part of a warband mercenary group or an army. By nature, they are more "civilized" than goblins and bugbears, living in tents and forts, making their own weapons and armor, and making powerful alliances to form armies capable of conquering wide swaths of territory. They also are notoriously proud and haughty, feeding into the already caustic temper goblinoids are infamous for, and fly into violent rages when challenged or humiliated. Their reputation is more important than their own children.

Rank and position is the measure of that reputation. Unlike lesser goblinoids, open revolt is frowned upon. Instead, hobgoblins are expected to rely on earning their rank, challenging their superior to a duel, or, valuing subtlety, successfully assassinating a superior. Hobgoblins that are caught using subterfuge to get rid of a superior are admonished but are often let off easy if the performance of that superior had been lacking. Hobgoblins live for the glory of battle.

On a side note, hobgoblins are also famous for employing warmages in combat. Goblins are also attracted to the potential uses of magic but hobgoblins, who desire respect from their adversaries, have actually established scholarly keeps dedicated to learning and teaching magic to the most talented of their kind.

Ironically, the biggest survival trait of goblins is their weakness. They often survive situations that would otherwise decimate them by hiding, running or begging for their lives. The competitive and violent nature of goblinoids puts the smartest, cruelest and strongest on top. The problem is that while goblins are loyal to the tribe, leaderships is constantly challenged by rivalry and mutinies are a weakly threat. The best way for a goblin leader to survive is to make sure their rivals are occupied and nothing occupies goblins like making war. This all feeds into the ruinous cycle of goblin conquest, inevitably ending in their decimation.

The best way for a goblin to survive and thrive? To be weak, pathetic and cowardly. If other goblins don't see you as a threat, they won't see you as a rival, and they won't take you out. The most successful goblin tribes are those that are the most cowardly.

Some goblins have even escaped the cycle of violence and cruelty by taking on a new philosophy: profit! Goblin miners, merchants and bankers have built a new identity for goblins who leave their kin behind in the city of Mithrak. These entrepreneurs worship at the altar of gold and follow the teachings of Zreebo the Goldgoblin.

Orcs are strong. Orcs stand between 6 and 7 feet tall, powerfully built with grey to green skin, dark eyes, long hair, snort and flat noses, and pointed ears. Their most iconic aspect is their tusks which protrude from their lower jaw. They mature at a similar rate to humans, perhaps a little earlier, and breed often. Twins are extremely common among orcs.

Orcs live in small tribal groups, building tents and hunts or living in cave systems, led by a chieftain and a shaman. The chieftain is a position passed from father to son and they serve as the martial leader of the clan. The shaman is the spiritual leader who provides medicine and religious guidance to the tribe. Shamans communicate with spirits of the dead and share the teachings of Namu the Cave Mother. Orcs have no strict line of leadership outside of these roles, positions being based on meritocracy with the strongest being warriors, fastest being scouts, stealthiest being hunters and everyone else serving the tribe as caretakers of the young and elderly.

Unlike goblinoids, orcs are inherently neutral.

Orcs, ideally and by default, prefer to live unmolested, hunting and gathering, in their ancestral territory. When they need more resources or feel threatened by outsiders, they seek to expand their territory, often resorting to a psuedo nomadic lifestyle, and to expel outsides with extreme prejudice. They treat orcish and non-orcish outsiders alike and rely on their own strength and tenacity to overcome them. When their strength fails, orcs turn to drastic measures and seek power from a willing shaman's contact with a darker force. This is the source of all corruption of orcish society and leads them to a path of violence, conquest and savagery.

The orcish distrust of other races can be traced back to the primordial age when Namu the Cave Mother awoke after her brothers, the patron gods of elves, gnomes, and dwarves, and found herself alone. Namu was a capable huntress, strong and beautiful, but without her family-- her tribe-- she was lost. Orcs resent the other races for leaving her behind in the World Below. Namu wandered for some time before she was found by a handsome demon prince, Nago the Furor in the Dark. He deceived her, knowing of her importance, and used magic to enchant her to fall in love with him. When she gave birth to twins, Brother Rom and Sister Rem, he tried to steal the godlings away to corrupt them. Namu took the form of a great wolf, repelling Nago in his true form, a great demonic boar, but he left his mark on orc kind.

Their tusks are symbols of his influence and the fury of orc kind is his curse. Rom and Rem also bore the curse. They fight constantly. This symbolism is often represented in orcish heraldry with the symbol of two wolves chasing each other to represent inner struggle, growth and balance. Namu guides her children as a symbol of elders, wisdom and tradition. But some orcish tribes turn to Nago and other demonic forces for power. This leads them down a darker path.

Orcs that allow demonic influence to overtake their tribe become the cruel and violent brutes that other cultures think of. They destroy everything in their path, aligning with other evil forces, and make hordes that threaten to destroy civilizations.  They become stronger, their territories expand beyond their ancestor's greatest expectations and they destroy the very thing they were trying to protect by losing their sense of family to become power hungry beasts.

The temptation of power that is bred by this curse has defined orcish history but it doesn't have to be that way in the future. Half-orcs are often the end result of this cruel conquest but they can also be a bridge to their people to peaceful coexistence with their neighbors. This means throwing off the shackles of demonic influence and learning to trust the other races.

But this is only possible if the other races give them a chance.

Sunday, February 18, 2018

Faiths of Sublanarya: The She-Lion and the Buffalo Demon (Mahisha, Durga)

It was during the Wyrd Wars, that the battle between the She-Tiger and the Buffalo demon came to pass. The lesser Raj-Hamutian gods, the Devi, has been at war with the asura, their fiendish enemies, led by the buffalo demon, Mahisha. Indra the Storm King led the devi bravely and it seemed assured that he would lead them to victory over the asura but Mahisha gained a powerful boon that tipped the war in his favor:

He gained the gift that no man could kill him. The devi were defeated and forced to retreat into the mountains. There they prayed for help and the goddess Shakti hearing the devi, who were like her own children, crying out in despair came to render aid with her mercy. Their prayers coalesced and the Mother-Of-Many transformed into a form that was as terrible and mighty as it was beautiful and serene: Durga the Merciful.

Their leader, Mahisha, laughed heartily as he thought that he could hear the wailing of his foes atop the mountain. He led his army up the mountainside, slowly, soaking in the assured victory that would see him reign over all of Hamutia. But the sound he heard wasn't the wailing of the gods. It was the warcry of just one goddess. Durga came down the mountain astride a golden lion like a sunrise coming over the horizon. The demons fell back at the sight of her majesty but Mahisha stood to meet the goddess in combat. He had not considered the technicality of his invincibility.

No man could kill Mahisha. But Durga was no man. Durga was a goddess.

She knocked him off of his own buffalo and the lion that durga rode upon swallowed the buffalo in one bite. Mahisha's joy turned to fear. He backpedaled and tried to join his fleeing army. The goddess and her lion maimed and devoured his forces as they chased him, turning the soil red with their blood, until finally the lion pounced upon him. The demon was scared, overwhelmed and desperate but the goddess was calm, collected, and serene as she took his life.

The buffalo was slain and Durga, the merciful counterpart of Kali, completed the female Trimurti.

Durga the Merciful

Title(s)
The She-Lion, The Serene, The Warrior Princess, The Wailing of the Gods

Pantheon(s)
Hamutian

Power Level
Greater Deity

Alignment
Lawful Good

Symbol
A warrior goddess astride a lion
Portfolio
Singing, mercy, grace, female warriors, combat

Domains
War

Worshipers
Warriors, righteously vengeful women (especially mothers), catfolk, dancers
 
Favored Weapon
Trident
Mahisha the Buffalo Demon
 
Title(s)
The Stubborn Bull, The Invincible General, The Iron Buffalo


Pantheon(s)
Hamutian

Power Level
Lesser Deity

Alignment
Chaotic Evil

Symbol
A water buffalo's horns with an upside down crown
Portfolio
Strength, durability, pride, determination, cruelty

Domains
War

Worshipers
Warlords, minotaurs, beastfolk, demons, cultists
 
Favored Weapon
Swords

Friday, January 12, 2018

Martyrdom: The Twelve Virtues & Sainthood

MARTYRDOM: THE TWELVE VIRTUES & SAINTHOOD

The Nameless God is absent. This is a charge held by heretics and critics alike. Yet, while he is lost, the Lost God is not forgotten. Like all the gods, he has servants. The good gods of Narya are usually served by hosts of spirits and celestial beings. The most famous among humankind are probably angels.

Angels are celestial beings born from the very essence of positive energy found in the Heavens. Typically, they resemble winged humanoids with idyllic features but some are formed into stranger shapes by their god's purpose. Regardless of form, they seek out good gods to serve as messengers, warriors and overseers. Even chaotic good gods rely on lawful good angels to carry out tasks and can rely upon the angel to carry out any given duty.

Angels are incapable of committing acts that stray from the path of order and good. They destroy evil without hesitation and their judgement is supernatural. Still, this superior power and position in the cosmic hierarchy has spelled tragedy for many angels who allow their pride to get the best of them.

Angels that commit evil deeds are marked and cast out of the Heavens by their kind. These are the fallen. The fallen retain their powers but lose their connection to the celestial plane. Some fallen angels seek redemption by committing themselves to undoing the harm they've caused or living humbly until the gods offer them a chance to prove themselves worthy of the heavens but others become resentful of the gods and become corrupted. Some of the most dangerous fiends were once angels that were brought down in this way.

There are three levels of angel most commonly known:

The deva are the messengers of the gods. They often disguise themselves and live lives on the material plane, either as priests or humble do-gooders, until forced out of their form to fulfill some higher purpose such as aiding a chosen hero. In their true form, deva are beautiful humanoids with feathery wings and lustrous eyes.

Planetars are weapons of the gods. They can use their divine power to create miracles or blights upon the land. It is impossible to lie to a planetar. They are difficult to deal with and are disgusted by dishonesty in even the smallest form. When forced to work with mortals directly, they prefer to aid powerful mortals who seek to battle fiends. Their true form is taller than any humanoid and they brandish greatswords with grace.

Solar wield god-like power that strikes fear into the heart of the most powerful fiends. A solar can kill even some lesser gods with a single arrow. They are less human-like than their lesser counterparts with some even taking on warped appearances. After all, solars spend most of their time in deep contemplation far from the struggles of material or even outsider problems. There are only a few dozen solar known to dwell in the heavens. The rest wait in some dimension beyond time and space, contemplating their purpose, and preparing themselves for the final battle.

The Nameless Gods's most powerful servants are the the Twelve. The Twelve are solar, the most powerful type of angelic beings, that have each taken a vow to hold watch over the world and his children until his promised return. These Twelve are more proactive in the religion of their god and are often represented alongside the Nameless God in Xalhoteccan art. They each are said to represent one of the virtues, morallly excellent qualities, that all people should aspire to live out in their actions. Rather than pray directly to their god, it is more common to pray to one of the Twelve or a corresponding saint that represents that virtue. Each saint's story embodies the virtue and the challenges of doing good.

Tuesday, October 3, 2017

Faith of Sublanarya: The Many Faces of Sahasranama (Bonus: Dyeus, Tefnas, Shanka, Kartavirya, Narakasura)


Sahasranama is the almighty god of the Hamutian pantheon. He is part of a trimurti but Brahma, who acts as the creative force, and Shiva, who acts as the destructive force, arguably serve Sahasranama's vision for the universe. There are other interpretations of this relationship and some cults emphasize one of the trimurti over the others, but Sahasranama is the focus of most of Raj-Hamutian mythology.

These stories usually come in the form of his avatars acting to change the world and educate the masses. The most famous of his avatars is the Rama, who has been discussed in the Ramayana, but there were six avatars before him and have been two since. There is said to be a 10th avatar on the horizon but only time will tell. Now, let's look at the various avatars of Sahasranama.

Thursday, September 28, 2017

Faiths of Sublanarya: The Ramayana (Sahasranama, Brahma, Shiva, Padma, Sharada, Ravana, Vayu, Hanuman, Jatuya, Mithras, Agni, Indra)


The story of the Ramayana is a central story in Raj-Hamutian religious beliefs but also plays a big part in the cultural oeuvre of the modern Raj-Hamutian. It tells the story of Rama, a prince born in the kingdom of Yodhya and the seventh avatar of the creator god Sahasranama, and his hero's journey. It is an epic that champions of the four sutras: accordance, pursuance, love and liberation. His story is split into tomes of his life.

This article also details of most raj-hamutian dieties.

Wednesday, September 6, 2017

Faiths of Sublanarya: Gods of Felterra (Bung, Durel, Far Ray Nuff) Bonus: Lyssa the Rabid


 BUNG THE SMILING GOBLIN

"All monsters are not monstrous: If they have a mind, they can be taught. If they have a heart, it can be softened. If they have soul, they can be saved."

Bung was a goblin born in the Great Spine of Felterra. He was born on the path of the monster-- to fight to kill to survive.

Goblins short and violent lives and die meaningless deaths. The highest purpose of a goblin is to die for the leader or to become the leader. They do whatever it takes, without any philosophy or morality, to just make it out every encounter. They're reviled by society and they revile society. They are treated like monsters and they become monsters. And, if not for fate, Bung would have become a monster too. Eventually, he would've been killed by a rival goblin, a hungry creature or a bored adventurer. Goblins don't live long lives or die of natural causes.And Bung would've died too. He was attacked by a random adventurer and left to die. That's when he was saved a wandering monk and nursed back to health in their monastery.

The monks accepted Bung, they treated him like a brother, they shared their wisdom and, as his body grew stronger, so did his heart and mind. Eventually, Bung decided to stay and learn as much as he could from the monks. Eventually, word got around of the monster sage and goblins from all over the mountains, those desperate to learn or have their problems solved, sought Bung out. He made his home on the top of the mountain and, after much meditation and contemplation, he attained enlightenment and became a living idol.

He taught the monsters, not just goblins but orcs, ogres and all monstrous humanoids that were willing to seek out peace, that they need not submit to their baser nature. He taught that through compassion, through education, through charitable acts, through hard work and through suffering, even a monster can become a person and all people deserve to be saved. Adherents of Bung are found throughout Felterra, using his simple lessons to inspire themselves and their actions, as they seek to abandon the greedy and violent lives of their ancestors. For this reason, goblinoids can be found in Felterra's greatest city, practicing their discipline, and hoping to prove themselves worthy of respect and trust from other peoples.

BUNG
Title(s)  
The Pacifist, The Role Model, The Green Guru, The Smiling Goblin, The All-Friend

Pantheon(s)
Naryan

Power Level
Lesser Deity

Alignment
Neutral Good

Symbol
A smiling face

Realm
Elysium

Portfolio
Peace, redemption, balance, tame monsters, charity

Domains
Life, Protection

Worshipers
Goblinoids, pacifists, monstrous peoples, outcasts, vegans

Favored Weapon
Unarmed Strike

Holy Day(s)
Bung Festival


DUREL THE COLLECTOR

A library made of amber crystal has been seen by scholars rising out of the deepest depths of the ocean and sinking into the dunes of the desert in Felterra. The library is said to hold more scrolls, more tomes, more valuable artifacts, more priceless treasures, more powerful magicks, more collected specimens and more mysteries than all other collections of the mortal plane combined. It even has books that contain entire demiplanes.

It's master is said to be a great amber dragon who guards the treasure trove jealously. He is Durel, the immortal, ingenious and implacable collector, and he will greet those that find their way into The Library provided they impress him with their knowledge, provide him with a gift to add to his collection and, most importantly, earn his trust. He is willing to borrow out items, sometimes even using his power to create temporary copies of items, to aid would-be colleagues in exchange for increasing his collection.

But thieves? Well, there is always room for more specimens in the Zoological Wing.


DUREL
Title(s)  
The Amber Dragon, The Librarian, The Knowledge Hoarder, The Draconic Academic, The Book Wyrm

Pantheon(s)
Naryan

Power Level
Greater Deity

Alignment
Neutral

Symbol
An hourglass in the claw of a dragon

Realm
The Library

Portfolio
Knowledge, treasure, collections, history, preservation

Domains
Knowledge, Arcana

Worshipers
Dragons, magic users, scholars, writers, collectors

Favored Weapon
Staves

Holy Day(s)
Bung Festival

FAR RAY NUFF THE COSMIC JOKE

Sometimes what doesn't kill you doesn't make you stronger. It makes you...stranger.

In the case of the deva Fah Ray Nuff, his final mortal incarnation was driven to mad impulse by the intense visions of the future. His visions were not merely a gift from the gods but a temporal side-effect of his future meddling in time and space. Fah Ray Nuff was an adventurer.

He tried to help his friends. Even when they didn't want his help. Even when his madness caused him to do terrible things. Through a series of misadventures initiated by the Dice of Many Things, he and his friends nearly destroyed the great city of Beniro and threatened the very fabric of reality itself. But via self-sacrifice in the final battle against the transdimensional entity the Murder of Crows, Far Ray Nuff fulfilled his destiny and achieved a higher state of being.

His purpose is still a mystery. For now, he is a curious god that uses his powers for his own amusement.

FAH RAY NUFF
Title(s)  
The Cosmic Joke, The Chaos Mage, The Mad Prophet, The Purple One, The Pancake God

Pantheon(s)
Naryan

Power Level
Lesser Deity

Alignment
Chaotic Neutral

Symbol
A stack of pancakes

Realm
Terra Nada

Portfolio
Madness, whimsy, randomness, glee, stupidity

Domains
Arcana, Trickery

Worshipers
Magic users, fools, beggars, anarchists, rabbits

Favored Weapon
Staves

Holy Day(s)
-
LYSSA THE RABID

When the Primordial Ouranos was struck down by his own son, Kronos, his blood rained down from heaven. Born from this brutal betrayal was Lyssa, the embodiment of madness and rage, she is the progenitor of mental illness among the mortals of Narya, especially the sort that cause violence like rabies. It is Lyssa that is called upon by the gods who seek to punish mortals for their wrath by causing them to misdirect their rage.

LYSSA
Title(s)  
The Rabid Goddess, Furor, The Redblood, The Twisted Knot, The Biter

Pantheon(s)
Naryan

Power Level
Lesser Deity

Alignment
Chaotic Evil

Symbol
A twisted knot of snakes

Realm
Limbo

Portfolio
Madness, suffering, violence, confusion, disease


Domains
Death

Worshipers
Mentally ill, caretakers, ill wishers, dogcatchers

Favored Weapon
Spiked chains

Holy Day(s)
-

Monday, July 31, 2017

Of Lords and Ladies: The Elven Religion (IAURISM)


OF LORDS & LADIES:
IAURISM & THE ELVEN GODS



The story of the elves, as does many creation myths, with the Mother.

In the elven tongue, she is called Ontaria by the Iaur and Aemilia by the Sylvanar, respectively. Her name translates to "mother" or "begetter" and she is the ultimate creator god in the elven religion. And she is believed to have been the first star.

When she washed away the sins of the clay people and fled,  the Mother left behind her sons. Eldest among them was Iaur who created the elves by plucking stars from the sky. He saw the creation of the Twilight Realms and was so enraptured with the beauty of the Dawn that he decided to make it his home. In the Forest of Iaur, he built the Starry Vale for the young elven race and guided them from his palace, Silverhome.

In Silverhome, he lived alongside his consorts and his children, who would lead to his ruin and abandonment of the mortal world.

Traditionally, Iaur is depicted as a beautiful elf with long raven black hair, bright blue eyes and wearing either long robes of blue, red and gold. In modern depiction, he has taken on a more militant appearance with silver plate armor, a long sword and shield with a blue banner. He is also often depicted with four black wings.

Personality-wise, Iaur is known to be a champion and advocate for the beautiful, the true and the good. His unequaled mastery of the arts, as an extension of his appreciation, has been passed down as gifts to his mortal children: the mastery of music, sculpture & paint, the expertise in glass/metal works & architecture, and their inherent talent and mastery with the arcane arts has allowed the elves to build wonders that are the envy of the world. He blessed his children with adaptability: wherever elves find themselves, they find a way to thrive.

Lord Iaur's appreciation for beauty is admirable but has consequences. He had many beautiful companions and concubines. Their beauty blinded his judgement and allowed them the opportunity to undermine his rule. Their envy drove them to dark and dangerous extremes.

His first wife, Lady Rin-Varna, is a goddess of love, life, and starlight. She is the loremaster and creator of the written language of the elves. It is she that taught the early elves the art of elven rune magic that allowed them to live undisturbed the strange creatures of the Twilight. She is the mother of Kuron and Hurin.

Kuron is a female warrior goddess associated with the hunt and the wild. She is often depicted as teaching martial skills to the elves, such as the mastery of the blade and bow. She had friction with her father for eschewing the finery of his court but was a loyal daughter. Her brother, Hurin, on the other hand, while embracing the finery and manners of court, took great pleasure in embarrassing his father by participating in debauchery from overindulging in fine food, drink and flesh to throwing never-ending and frivolous parties. His libertine attitude earned him reprimands from his father that rebuked by undermining his father by participating in the fey court. While he helped the fey court conspire against his father, he is no one's true ally, and instead takes pleasure in the artistry of deception and betrayal. These "jokes and japes" that he played distracted the court and allowed the machinations of the greatest foe of elfkind to go unnoticed until it was almost too late.

From the darkness between the stars, as if a dark mirror of Rin-Varna, Gwath-Yara found her way to the court of Silverhome. Born of the old one Attlakanakha the Dream-Weaver, Gwath-Yara seduced Iaur into allowing her to join his harem of wives, husbands and consorts and quickly began infecting the Silver Court with her influence. She bore Iaur a son and a daughter. This was all in her plan to have Rin-Varna killed so she could become the queen of elfkind and, eventually, turn on Iaur as well. Once her son and daugter were grown and she felt more secure in her place, once she had Iaur wrapped around her finger and Rin-Varna believing her to be as a sister, and once she had a plan that she believed could bring them all down she set her eyes upon getting Hurin and Kuron out of the way. She took advantage of their friction with court and set them up: Kuron abandoned the court and Hurin was exiled.

And then the Alliance of Gloom descended upon the Silver Court.



An army of dark fey, allied with the twin sisters, were led to the Starry Vale and lay siege to Silverhome. Gwath-Yara used information she had plied from Hurin so that they could break into the forest of Iaur and when Kuron left in a huff, her warriors went with her. This left Iaur to fight the dark forces while Rin-Varna guarded his people in the walls of Silverhome.

The dark fey had underestimated the might and magic of Iaur, especially in his own home, and his wrath towards their ugliness and evil manifested in a terrible manner:

He turned the dream-like glamor of his realm into phantom nightmares that tore at their minds and bodies and each swing of his blade penetrated the dark horde like the rays of the sun. Still, his fey enemies were joined by more powerful foes: the patron gods of giants, orcs, and goblins, as well as several demon lords, joined in their invasion. He struck down many of them but their numbers and strength overwhelmed him and he found himself transforming into a great feathered serpent as he wrestled with them in the vale in a deathgrip. Without aid, they would overcome even his power and he would die…

Meanwhile, the wicked consorts, Gwath-Yara, hid inside Silverhome with Rin-Varna until they could spring her own trap. She had poisoned Rin-Varna and positioned herself as her protector and care-taker as she fell ill. With the court distracted by the invasion, she prepared to end Rin-Varna and blame it on the invaders. But, with the timing that only Hurin is capable of, he intervened and saved his mother. He had suspected some treachery was afoot and, when he saw the Alliance of Gloom descending upon the forest, he went to find Kuron. He apologized and begged her to come quickly.

Her hunters easily turned the tide of battle and helped free Iaur. They sent Iaur's enemies, maimed and humiliated, fleeing but promising vengeance. They then turned to Gwath-Yara and her co-conspirator Kytix. The girl was another consort of Iaur and Gwath-Yara had turned her against him. She had helped her the whole time out of her spite towards the other members of Iaur’s harem.

Rin-Varna lay dying.

Before Iaur could deal out his punishment on the evil beings, he plead with them for a cure for Rin-Varna’s illness. Hurin’s heart grew heavy with guilt and disgust and fury as they laughed at his father. For the first time, he felt remorse. He had not been there to protect his mother. He had allowed his pride to blind him from such obvious treachery. He had also failed to protect his father. And so, he came up with a plan:

As the two stewed in the cell, Hurin came to them with an offer: the first share the cure would be forgiven of their crimes.

Kytix immediately turned on her mistress and gave Hurin the cure. Gwath-Yara turned into a giant monstrous spider, showing her true form, and attacked Kytix. Kytix, having the body shifting powers of the elven gods, changed shape into a ghostly white spider to defend herself. The struggle was so intense that they broke free from the cell and the battle continued into the palace above. Hurin rushed to find his mother a cure as Iaur tried to contain the two creatures. He refused to kill them. A small part of him loved them but, even moreso, he did not believe they deserved a quick death.

Rin-Varna quickly recovered and came to Iaur’s aid. She first cast Kytix down into a world beneath the mountain. Never again would she gaze upon the stars and there, in the dark, she would remain transformed into a monstrous spider woman. Gwath-Yara required a more powerful banishment. She tried to flee back beyond the stars but Rin-Varna and Iaur shaped the stars themselves into a net, catching the spider and trapping her there in the darkness between the stars. No longer would she dwell beneath or beyond the starlight. She could only send her whispers along strings of shadow.

They fates of the Gwath-Yara’s son and daughter are also an important story in elf lore.

Her son, Assarr, was the perfect member of the court. Handsome, clever and chivalrous. He had the allure of his father and his mother’s cunning. He gained a reputation as Assarr the Irresistible. After all, if you could not get into the bed of the king, the prince was the next best thing. He was undeniable and he was never denied his desires.

Her daughter, Nyeera was Iaur’s favorite child. Her beauty was only matched by her talent, kindness and gentle-heart. Even Rin-Varna could not resist her and took the child as her favorite attendant. Together she helped Rin-Varna weave music into the elven tongue and she constantly impressed her father with artistic innovation. But the same charms that won over the rest of the Silver Court also put her in the cross-hairs of her own brother.

Assarr, unlike Nyeera, was susceptible to their mother’s dark corruption. She had molded him into the picture of courtly perfection with the intent of making him king some day. She encouraged his appetites. His morals were twisted and, even with his mother gone, he could still hear her whispers. She turned his desires into a madness and his wishes became increasingly impure. The only one more desirable than he was the child that none would dare approach with romantic intent. Nyeera was too pure and kind. And the sick son of Gwath-Yara developed a fantasy: to overthrow his father and rule with Nyeera as his bride!

Hurin saw the way his half-brother looked at his half-sister and tried to warn Rin-Varna. His concerns were rebuffed. After all, Assarr’s reputation was as clean as crystal. Kuron believed he was making trouble. Hurin knew better and began to keep an eye on Nyeera.

One night, while Nyeera walked in the ever-blossoming garden of Silverhome, the moon cast an ominous red light over the scene below. Assarr approached Nyeera from the shadows and made his dark confession. Nyeera rebuked him, as mercifully as she could, and begged him to reconsider. She begged him forgive her for it and she begged him to turn his heart’s desire elsewhere. Assarr had never been denied anything by anyone. In that moment, something broke and the prince showed his trueself. A monster. He attacked Nyeera. Luckily, someone was watching.

Hurin intervened, having been watching from nearby, and came to Nyeera’s defense. The two half brothers became locked in combat and, quickly, Hurin realized he was no match. Hurin called for Kuron and, like a swift wind, she came. The huntress threw him out of the garden and the prince’s ferocity immediately turned to cowardice. He ran to his father. He threw himself upon the floor and begged for his father’s protection. He spun a story:

According to Assarr, it was Hurin who was the predator in the court. He had intended to assault Nyeera and, in the process, ruin Assar’s reputation. Hurin disguised himself as Assarr since, after all, he was a master of disguise. When he heard his sister scream, he came to her aid, only to be attacked by Hurin and Kuron.

As Assarr finished spinning his elaborate lie, his other siblings arrived. Iaur demanded an explanation and relay the accusations of Assarr. Hurin pointed out the falsehoods in his story and that the blood upon the white-haired lord's lips was not his own. In his lustful attack, he had bitten Nyeera's neck. Rin-Varna banished Assarr to the deep, dark depths of the material plane, in the World Below, and Iaur cursed him:

He became the monster within. From that day onward, Assarr recoiled from the sun and was filled with unending lust for blood. Assarr was the first vampire. Perhaps, Iaur and Rin-Varna would’ve kinder and wiser to destroy him. After all, this scandal proved the final straw for many of the first elves. The elves that had been loyal to Gwath-Yara and Assarr felt betrayed by Iaur. They abandoned Silverhome and fled to Assarr’s side. Those most loyal became the first vampire lords, the Assarrites, and the first “drow”. These “drow” or “dark elves” were pale with fangs, red eyes and bat-like features. The drow were a slave race for the vampire lords and built an empire beneath the world surface, terrorizing the citizens of the underworld, and Assarr reigned as a living god.

Eventually, during the Wyrd Wars, this empire was weakened by multiple conflicts. In the final battle between Mal-Dorig and the gods, Assarr took the dread conqueror’s side and was dealt a devastating defeat by his father. Many of the surviving by vampire lords fled to the far corners of the world to infect the above world with their curse but others took Assarr deep below the world to recover. Other drow finally escaped enslavement and found a way to break their vampiric curse but still had adapted to live beneath the world and returned there.

The drow have a reputation for being evil-doers; most interaction those in the world above have with drow is with drow raiders but not all drows are slavers. Those slavers are most often Gwathnir, those who turned to Gwath-Yara for guidance, and are villains among most other peoples of the dark underworld. But others worship other gods and have other careers. Some are pirates, some are merchants, some are cultists, some are priests, but they are all artists. And they come in all manner of unusual hues. The Assarite drow may have been so pale as to be almost translucent but the freed drow are spectrum of reds, blues, purples, and darker hues.

As much as it is a shame that the elf-father has lost a connection with his children, it is even more a shame the world cannot appreciate the beauty these elves have cultivated out of their pain.

As a last note, it is important to remember most known version of the elven religion are written by the Iaurdin, who left Saesun at the dawn of the second epoch and their religion, as well as their gods, reflects their values. The Sylanar, the elves who stayed behind on Saesun, often envision the gods in a more naturalistic way as embodiment of natural forces and include the druidic gods, like Silvanus, in their versions of elven myths.

Like the Iaurdin, the Sylvanar value beauty, but in more natural and liberated form compared to the heavily constructed and controlled beauty of Iaurdin society.

Iaur had many more consorts and children. Their tales remain to be seen as we discover more of elvenkind.

Friday, July 28, 2017

Faiths of Sublanarya: House Fortuna: Moira the Spinner, Glamora of the Weal and Dysrae of the Woe

Some old tales speak of fate taking the form of three women: the spinner of fate, the drawer of lots and the inevitable shearer. It is said when a person is born, the spinner spins out their life like a thread. She sets their fate in motion. The drawer of lots duty was to help measure out the life's thread and to tie knots where they would make important choices. Lastly, the shearer's purpose and her pleasure was choosing when to cut life's short. Together these three daughters of the primordial Nyx determined fate for the peoples of Narya. Those are the old stories. Others say all three are one goddess: Moira the Spinner of Fate.


Much like Erys, Moira is often depicted as Grimnir's sister but her true origins have been lost to the sands of time. She is the one who wields the spinning wheel of fate but whether or not these threads can be manipulated are debatable. For one, her very continued existence is debated and some believe her daughters are the result of the Mending tearing her in half.

As for fate, it is argued that, perhaps, when a person is born, they are destined for certain outcomes but perhaps these outcomes can be changed. Some believe that you must take risks to change those outcomes and, to some that is where luck comes in...

In the border between Terra Nada and Mechanis, there is a place that some would describe as a temple, others would describe as a casino and most would describe as the final resting place of many gamblers. This place is called House Fortuna and this where fates are rewritten. This massive golden complex rises of the sand and lures in souls and beings from across the planes. Angels, demons, devil, gods and mortals can all be found here playing games with the souls of mortals and the fates of many at stake. The mistresses of the house are Moira's daughter's Glamora and Dyrae.

Glamora AKA Lady Luck favors the bold, the daring and the reckless. She rewards those who takes risks, often tilting fate in their favor, but, while she admires the skilled and cunning, those who cheat too often or without challenging themselves often find themselves on her bad side. Lady Luck is the roll of the dice when a gambler gambles and a risk-taker takes risks. While she is known to show favor towards her adherents, she is most often neutral in the outcome. She loves a game and is known to especially manifest, leaving the confines of House Fortuna, when the stakes are highest. She finds no greater beauty in the universe than when fate is tempted.

While she is associated with good fortunes, she is neither good nor evil, and would say she favors neither. Her sister Dysrae is associated with bad fortunes and, while she favors neither good nor evil, she certainly enjoys the suffering of others.

Dysrae AKA Miss-Fortune hears the prayers of those who wish ill upon others and manifests when fate turns against the proud and the powerful as well as the humble and the meak. She takes pleasure the more luck turns against the hapless and loves to see the downfall of the high and mighty. She has little sympathy or care. She is the cruel needling whisper, the bitter words, and the envious heart of the immortal and mortal plane alike.

While her sister prefers an iconically glamorous form that borders on the gaudy, with lots of materials, dice & coin imagery, and gold, gems and sequins, like a show-girl or magician, Dysrae prefers simpler dress but often takes the form of a red haired noblewoman. In this form, she is mentioned as witnessing many murders and betrayals at the noble lords of Thule.

Both gods, as well as their mother, are often found depicted in gambling houses, thieves guilds and other places where good fortune, as well as bad, are called upon.

Wednesday, June 7, 2017

Faiths of Sublanarya: The Trial of Reynard the Fox

The Twilight Realm of Dawn is a queer place of wonderful, wondrous, and whimsical beauty and grim, dark, and deadly horror. It is called by many names The Land of Fairy, The Nth Kingdom, and Fantasia. Yes, even a world of magic like Narya, the Twilight Realm of Dawn is considered to be even more inherently fantastic. After all, it is the nexus through which all positive energy, an important element of magic that makes up the magical conflux of Narya, travels and is a sometimes disturbingly and always twisted bright reflection of the material world. There are many odd nooks and crannies, as well as crooks and nannies, in this odd plane and, in one corner is a place where a genre of children's stories become manifest and/or manifest from. The genre that involve talking animals in fancy clothes and moral lessons and rhymes. It is a very real country in the fey realm. This country is called The Kingdom of Animalia.

It is in Animalia that the famous Trial of Reynard the Fox.

Friday, May 19, 2017

Character Crunch. Tuathans and Faiths of Sublanarya: Dagda the Stag Prince

The following is an excerpt from a previous article... Witchcraft Part 4: Morgana La Fey the Terrible and Magnificent 

When an animal dies in Sublanarya, they move onto the afterlife just the same as any other sentient life forms, usually finding an immortal resting place in the Heavens. When animals die in the Feywild, they instead become spirits until they can reincarnate. Being touched by the fey changes these animals and, after many generations, a tribe of these animal spirits became sentient and known as the Yenna-goshi.

Yenna-goshi are one of the most mysterious species of shape-changers since they have a non-corporeal spirit form, an animal form, and a humanoid like form. They are strange primal entities that, in their humanoid form, having a mix of nondescript animal traits obscured by a cloak of animal hides with great glowing eyes looking out from under the hood.They usually watch over special places of nature in the Feywild and material plane. They are the spirits often responsible for the creation of Hengeyokai, sentient animals, born from normal animals, with the ability to transform into a human-like form. They are responsible for other yokai such as giant beasts, "animal gods", that serve as paragons of their kind and protectors of nature. There are also responsible for the Tuath De Yenna or Tuathans.

Thousands of years ago, there was a tribe of humans. They were known to be a peaceful and friendly craftsmen with use of bright colors, ornate patterns and unusual materials that create designs that were somehow both natural and unnatural. They were a simple people, living in harmony with the land, and did not seek war. They once had a homeland but were chased out by invaders. They became lost on a foggy morning and found themselves in a strange land, having crossed over into the Feywild, and it seemed there was no escape.

The tribe was lost in a strange and dangerous place, but they soon found friends. They had found themselves in a secluded forest, deep in the Dawn realm, protected by the yenna-goshi. Usually anyone foolish enough to step into or, much worse, damage the lands of the yenna-goshi would be scared off or meet some misfortune. It is said the yenna-goshi were bewitched by the colorful garments and tents of the people, the aroma of their tea and food, and the songs played by the young and old. Rather than scaring off the tribe, the yenna-goshi helped the humans and befriended them, allowing them to make the woods their home.

And, as the humans spent time in the Feywild, they changed as they were touched by the spirit of the animals. They gained the ability to shape-change into animals, they learned fey magic and knowledge, and helped protect the forests of the yenna-goshi. In time, they became known as the Tuatha de Yenna-goshi or "tribe of the animal spirits" or tuathans ("the tribespeople") for short.

Some tuathans eventually discovered a way to return to the material plane and, with their knowledge of fey magic, shape-shifting, and other gifts they had obtained abroad, they became a powerful small empire that stood for a thousand years. And then, mysteriously, the empire collapsed. Today, descendants of the tuathans can be found in the material plane and it is still believed they live hidden away in the forests of the yenna-goshi. They do not advertise their shape-shifting or heritage to avoid the superstitious fear of humans but also other enemies.

Their blood, their very heritage, is sought after by any number of powerful magic users and fey lords that seek to tap into the power of their mysterious race.

Tuathans are a race scattered to the four winds with small families, clans and communities hiding themselves away in the corners of the wild. They try to preserve their heritage but mostly want peace from the "wild hunt". A few tuathans either seek adventure or, by tragedy, are forced to seek out their own path in the world.

They resemble humans with fey-like features, often being mistaken for half-elfs or having elf blood, but have features resembling their unique animal form. From unique eye color and shape, such as having the eyes of an eagle, to hair the color of their fur or feathers in their animal form, such as tawny brown hair that turns white in the winter and back in the spring. Their closeness to nature, or at least their kindred animals, often leads them to druidism or ranging.

Ability Score Increase. Increase two ability scores of your choice each by 1 or one ability score of your choice by 2.
 It is recommended you base the ability score on your Kindred Animal. EX. A bear would have a +1 to Strength and a +1 to Constitution but a Bat would probably have a +2 to Dexterity.
Alignment. While Tuathans were once the ruling class of an ancient kingdom, since their downfall they have returned to their wild heritage. They tend towards neutrality, focusing on the survival and welfare of their kin, but some take their desire for freedom and turn it into an ideal of allowing themselves and others to live free. They tend towards neutral and chaotic alignments.
Size. Your are similarly sized to a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Wild Folk. You have proficiency in the Nature skill.
Kindred Speech. You have the ability to comprehend and verbally communicate with beasts similar to your kindred animal as if using the Speak With Animals spell.
The following are the beasts you can choose as your Kindred Animal. If you want to use a different beast, consult with your GM.
Ape, Axe Beak, Baboon, Badger, Bat, Black Bear, Blood Hawk, Boar, Camel, Cat, Constrictor Snake, Crocodile, Deer, Draft Horse, Eagle, Elk, Flying Snake, Frog, Giant Badger, Giant Bat, Giant Frog, Giant Goat, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Rat, Giant Weasel, Goat, Hawk, Hyena, Jackal, Lizard, Mastiff, Mule, Owl, Panther, Poisonous Snake, Pony, Pteranodon, Rat, Raven, Riding Horse, War Horse, Weasel, Wolf, Vulture,
You can pick from the following but must be at least Level 4.
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Toad, Giant Vulture, Lion, Tiger
Kindred Animal. You can take a bonus action to magically transform into your specific and unique kindred animal. Pick a creature from the list above. You can use this ability for up to four hours. Every time you use this ability to turn into your kindred animal and then turn back into your normal form, it expends at least one hour of your potential time in your kindred animal form. You regain one hour when you take a short rest and all hours when you take long rests.

You can willingly return to your normal form by using a bonus action to do so.

The creature is limited in the actions it can perform by the nature of its new form, and cannot perform spells. Your intelligence, wisdom, and charisma ability scores remain the same and you may choose to use your hit points from your normal form instead of those of the creature. If your hit points become 0 or less in this form or you are knocked unconscious, you remain in this form.
 
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment. 

Extra Languages. You may speak, read and write Sylvan and Elven.

The racial god of the Tuathans, Dagda, is similar to Sylvanis. In fact, some legends say that he is the son of Silvanus and a powerful Fey lady. While able to take any animal form, as a god of nature, his kindred animal is the stag and his favored form is that of a great and powerful stag. For this reason, he wears a crown of stag horns. He is said to be a capricious personality; wild, untamed and unpredictable. And yet, incredibly cunning and skilled. His guile allowed him to lead the Tuathans to rule an empire that is still spoken of in legend that stretched across many forested lands. And yet, even quicker than he rose to power, Dagda vanished. This was the beginning of the end for the empire and, shortly after his disappearance, it fell to ruin.

Those who still adhere to Dagda see him as a savior who will return to reunite the Tuathans. Some say he is still out there now, helping his people when he can, and punishing the wicked. He is said to take the forms of a beautiful young man or a bearded giant. He is also said to carry a long oak club that could take life or give it with a single swing, a cauldron that never runs empty of whatever drink or elixir he pleases, and a magical harp that can change the seasons as easily as it can change moods.

And yet, if he is still out there, why has he abandoned his throne?

It remains to be seen, but his people still wait for him.

  DAGDA THE STAG PRINCE
Title(s)
King of the Tuathans, The Mighty and Many-Skilled, The King of the Forests, Cernunnos, The Wild-Eyed Lord

Pantheon(s)
New Gods

Power Level
Lesser Deity

Alignment
Chaotic Good

Symbol
A pair of antlers with a star between them
Portfolio
Druids, the forest, tuathans, rangers, talent

Domains
Nature

Worshipers
Druids, foresters (hunters, trappers, loggers), tuathans, fey, wood elves
Favored Weapon
Clubs, mauls

Holy Day(s)
Festivals and rituals for the seasonal equinoxes