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− | Welcome to the | + | Welcome to the Woldian Spirituality section, a haven for those seeking knowledge and enlightenment. There are two categories of beings that are worshiped and patroned in The Wold. These are gods and powers. |
− | + | Gods are more powerful. Gods gain power from two sources. First, they may be appointed by the creator, The Jericho and receive their power and authority from him. Second, they gain power and prestige from the number of Woldians that worship them and by how fervent that worship is. | |
− | There is one | + | There is one “pantheon” or group of gods which is named “The Gods of Wold.” There was a second group known as the Gods of Testing, but they have disbanded. The Gods of Wold are led by their Patriarch, Alemi God of Health and Well Being. All of the Gods of Wold may be patroned by PCs. |
− | + | There are also some unaffiliated gods that are called Independent Gods. Some of these gods may not be patroned by PCs. | |
− | + | Powers are lesser immortal spiritual beings that are not as powerful as the gods, yet may be patroned and worshipped. They may imbue spells to their followers; however, most make an alliance with a god or another power or two to provide upper level spells to the divine casters that patron them. These alliances are kept secret as they tend to be somewhat fluid. In the Southern Continent, powers are patroned more than gods. In the northern Continent of Yrth, gods are more popular than powers. Some powers choose to bind themselves or “become one” with a magical Woldian location instead of allying with another for the power they need to dispense spells to their divine casters. For example, Burfell and Vé-Eldfjöll are bound with two mountains in Ice Vein of the Southern Continent. They carry the name of the magical location they are bound with. Most Powers are somewhat regional. Maab, for instance, is involved with the Valleys of Twilight in the Lands of Rest. | |
+ | |||
+ | Each god and power represents a particular ethos or need. Most Woldians worship more than one god or power, depending on the situation. If they are having trouble with loving their mate, they will visit a temple of Flower. If they are needing courage to face a tough decision, they will visit a cathedral of Domi. However when asked which god they patron, they will answer with the name of their favorite god. Patroning one does not mean you may not ever worship or ask for help from others. City people tend to have a favorite that they patron, but are usually involved with more than one god. Smaller towns and villages; however, tend to have a single church and most within the town will patron that god or power. Divine casters may also choose more than one god to patron if they wish; however, most tend to choose just one. | ||
+ | |||
+ | Information has been provided below on the priesthood of each of the gods and powers. You can explore details including responsibilities, symbol, details in worship, clerics in society, domains allowed, and detailed histories of each god. Note that gods and powers are “beyond” alignment; however, they do have alignment tendencies. | ||
+ | |||
+ | After the Year of Ascension, each god established sects to advance the issues that most concern them. Those who serve in these sects, take a Prestige Class and these are described herein. Information is also available concerning the underlying cosmology of the Wold and on the distinctive practices of those who honor Nature. | ||
− | |||
==[[Overview of Woldian Spirituality]]== | ==[[Overview of Woldian Spirituality]]== | ||
Check here to see an overview of all the Woldian Gods, and how to play divine characters in the Wold. | Check here to see an overview of all the Woldian Gods, and how to play divine characters in the Wold. |
Revision as of 13:51, 24 February 2020
Welcome to the Woldian Spirituality section, a haven for those seeking knowledge and enlightenment. There are two categories of beings that are worshiped and patroned in The Wold. These are gods and powers.
Gods are more powerful. Gods gain power from two sources. First, they may be appointed by the creator, The Jericho and receive their power and authority from him. Second, they gain power and prestige from the number of Woldians that worship them and by how fervent that worship is.
There is one “pantheon” or group of gods which is named “The Gods of Wold.” There was a second group known as the Gods of Testing, but they have disbanded. The Gods of Wold are led by their Patriarch, Alemi God of Health and Well Being. All of the Gods of Wold may be patroned by PCs.
There are also some unaffiliated gods that are called Independent Gods. Some of these gods may not be patroned by PCs.
Powers are lesser immortal spiritual beings that are not as powerful as the gods, yet may be patroned and worshipped. They may imbue spells to their followers; however, most make an alliance with a god or another power or two to provide upper level spells to the divine casters that patron them. These alliances are kept secret as they tend to be somewhat fluid. In the Southern Continent, powers are patroned more than gods. In the northern Continent of Yrth, gods are more popular than powers. Some powers choose to bind themselves or “become one” with a magical Woldian location instead of allying with another for the power they need to dispense spells to their divine casters. For example, Burfell and Vé-Eldfjöll are bound with two mountains in Ice Vein of the Southern Continent. They carry the name of the magical location they are bound with. Most Powers are somewhat regional. Maab, for instance, is involved with the Valleys of Twilight in the Lands of Rest.
Each god and power represents a particular ethos or need. Most Woldians worship more than one god or power, depending on the situation. If they are having trouble with loving their mate, they will visit a temple of Flower. If they are needing courage to face a tough decision, they will visit a cathedral of Domi. However when asked which god they patron, they will answer with the name of their favorite god. Patroning one does not mean you may not ever worship or ask for help from others. City people tend to have a favorite that they patron, but are usually involved with more than one god. Smaller towns and villages; however, tend to have a single church and most within the town will patron that god or power. Divine casters may also choose more than one god to patron if they wish; however, most tend to choose just one.
Information has been provided below on the priesthood of each of the gods and powers. You can explore details including responsibilities, symbol, details in worship, clerics in society, domains allowed, and detailed histories of each god. Note that gods and powers are “beyond” alignment; however, they do have alignment tendencies.
After the Year of Ascension, each god established sects to advance the issues that most concern them. Those who serve in these sects, take a Prestige Class and these are described herein. Information is also available concerning the underlying cosmology of the Wold and on the distinctive practices of those who honor Nature.
Contents
Overview of Woldian Spirituality
Check here to see an overview of all the Woldian Gods, and how to play divine characters in the Wold.
The Gods of the Wold
Alemi
This god is the ruler of the Gods of the Wold. He is responsible for the health and well being of the Noble and Ignoble Races.
Domi
This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold.
Flower
This god is the patron of deep love in all its forms. She is responsible for the well being of the families of The Wold.
Pantheon
This god is responsible for all justice in The Wold. He patrons the right of all beings to be heard and listened to fairly before being judged.
Ffloy
Ffloy is the patron of all merchants and responsible labor and work. He strives against those who attempt to become rich and affluent by luck and chance.
Gargul
This god collects all the souls and spirits of the dead and makes sure that they arrive at the proper plane of resting and do not roam the Wold at will. He also ensures that souls are born and in some cases even reborn in the proper time and place.
Wardd
Wardd, the god of thieves, is the patron of gambling and the master of luck. What he wants, he takes -- but mostly what he takes are risks!
Serenbeth
Serenbeth is the patron of families, especially children.
Independent Gods
Marteaus
This god is the ruler of the Gods of Testing. He strives to bring suffering through disease upon the Noble Races of Wold.
Ga'al
This god is the master of Domination. He believes that the Noble Races ultimately fail because they are imperfect.
Jancassis
The power and allure of Jancassis is built on that all-powerful desire for vindication -- Revenge -- fire and ice, forged like tempered steel.
Immortal Powers
An immortal power is a potent being who is not a god but who is is nonetheless open to veneration and honor. Clerics who honor immortal powers are known as votary clerics, and there are special rules for playing them.
Many immortal powers have a home or special powers in a specific geographic region. An immortal power generally knows about events in its region, and can answer divination spells (such as Commune) more effectively when asked about their region. Sometimes immortal powers manifest in unusual ways in their region. They must rely on their clerics and bloodwitch allies to learn about events and areas outside their realms.
Most immortal powers have only two or three domains. Most minor powers have just one. Eberyon is an exception with five, because the Fey King used all four elements to create the Wold's Cradle.
Note that the following is not the full list of immortal powers available in the Wold. If you are interested in a power not listed here, please visit the Black Genie Center.
Eberyon
King of the Fey, Creator of the Wold's Cradle
Maab
Queen of the Fey, Ruler of the Vales of Twilight in the center of the Lands of Rest
The Culverwood
The sentient magical forest in the middle of the Elennian Peninsula
The Crones of the South
Strange women who seek to guide the migrations and events of the Southern Continent
Boydos
A mad sleeping demigod trapped in his own dreams.
Burfell and Vé-Eldfjöll
Sentient mountains and enemies, lawful and chaotic, respectively. They are just becoming aware the other even exists at this time. They are opposites in nearly every way.
Celsiun: The original Power of Ice Vein
One of the original creations of Eberyon. An immortal fey and part of Eberyon's original royal Court.
Visaura
A spirit who offers mourners the comfort of knowing that death leads to life in a natural cycle.
The Aspects of the Sargrass
Walker-Sar
The Preservationist aspect of the Sargrass
Weaver-Sar
The Restorationist aspect of the Sargrass
Warper-Sar
The Evolutionist aspect of the Sargrass
Natural Philosophy
Woldology
The Realm of Shadows and the Lands of Rest: the hidden secrets of the Wold.
Woldsblood
Streams of a red, pulsating liquid exist in the Shadow Lands; it is the very essence of creation, and can can bestow great power. But in careless hands it can be terribly dangerous.
Shadow Tale
A tale of the Shadow Lands.
Creation Tale
A tale of how the Wold came to be.
Druidicism
Nature in the Wold, far from being dormant and neutral as most worlds are, is in fact semi -- aware and filled with either good or evil magic. In a similar manner, druids are strongly aligned either with good or evil. While it is possible to strive for neutrality, most druids find this task neither rewarding nor attainable; good will battle evil in a constant struggle for supremacy.
Druidic Circles
Woldian Druids group together in Circles. Here are details of several key Druidic Circles.
Druid Feats
Druid Prestige Classes
Some druids become specialists -- experts in one elemental form (like Air or Water), in a particular environment (like jungle or desert), or in a specific region (like Culverwood or The Cursed Swamp). Others stray even further afield into highly specialized study: the study of monsters, of plants, or of changes in shape.
Greenmage
There is quiet power and joy to be found in all living things that are green and growing. Those who study and shepherd plants and trees can learn their slow secrets. The greenmage knows those secrets, and they are the foundation of his magic.
Shapeshifter
Some natural philosophers believe that the essence of nature is change: night into day, new moon to full moon, beaver pond to meadow to forest, caterpillar to butterfly. Shapeshifters are the embodiment of this philosophy -- they advocate the idea of nature as the essential agent of transmutation.
Monstrologer
Monstrologers give the needs and interests of monsters primacy over those of their own kind.
Allowed Domains
Note that in the Wold, a Devoted Cleric must choose two of his or her god's domains. A Votary Cleric must choose one of the domains of the immortal power he or she honors. And a Pantheon Devotee must choose two of the core Pathfinder domains, but not Wold-Specific Domains. A druid may choose a domain for his or her Nature's Bond, per the core rules. A Woldian Witch, called a Bloodwitch, must choose one of the domains of his or her god or immortal allied power.
List of Domains by Name of Domain
More details on Votary, Devoted, and Pantheon Devotee Clerics.