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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 WoldThese are gods and powers.
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Welcome to the Woldian Spirituality, a haven for those seeking knowledge and enlightenment.  Here, you can learn more of the underlying cosmology of the Wold, the distinctive practices honoring Nature, and the beings that are far beyond mortal understanding.  There are two categories of such beings: gods and powersGods are more popular in the northern Continent of Yrth, while powers are patroned more than gods in the Southern Continent. Gods and powers are “beyond” alignment; however, they do have alignment tendencies.
  
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 himSecond, they gain power and prestige from the number of Woldians that worship them and by how fervent that worship is.
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1. Gods are more powerful.  It is said gods have two power sources: an appointment of power and authority by 'The Jericho', the creator of the Wold. and a following of mortals which increases the basic power and prestige by numbers, frequency, and fervencyGods are either in the “Gods of Wold" pantheon, or some are unaffiliated and called "Independent Gods". A PC may follow any God of Wold, or revere the entire pantheon, but some Independent Gods have restrictions and may not have PC followers (See write-up).
  
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.
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2. Powers are immortals that are not as powerful as gods, yet some may be selected by PCs for worship or patronage (See write-up)How they gift spells on their followers is a mystery, but one theory is they are able only through alliance with a god, a cabal of powers, or when bound with a magical Woldian location. If this is true, no power nor god has revealed.
  
There are also some unaffiliated gods that are called Independent GodsSome of these gods may not be patroned by PCs.
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Each god and power represents a particular ethos or need.  Most Woldians have a favorite immortal, but do not limit themselves to worshipping only one god or power, but ask for intercession depending on the situation.  If they are having trouble with loving their mate, they could visit a temple of FlowerIf they are needing courage to face a tough decision, they visit a cathedral of Domi.
  
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.
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After the Year of Ascension (See History of the Wold), each god established sects to advance their dominion and issues, and have special Prestige classes for the focused mortal.   
 
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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.
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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.
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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 hereinInformation is also available concerning the underlying cosmology of the Wold and on the distinctive practices of those who honor Nature.
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==[[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.  
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Check here to see an overview of all the Woldian Gods, and how DMs can play divine characters in the Wold.  
 
==The Gods of the Wold==
 
==The Gods of the Wold==
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===[[Alemi]]===
 
===[[Alemi]]===
 
This god is the Patriarch of the Gods of the Wold. He is responsible for the health and well being of the Noble and Ignoble Races.
 
This god is the Patriarch of the Gods of the Wold. He is responsible for the health and well being of the Noble and Ignoble Races.
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===[[Domi]]===
 
===[[Domi]]===
 
This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold.  
 
This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold.  
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===[[Flower]]===
 
===[[Flower]]===
 
Flower is the patron of deep love in all its forms. Due to her mortal background, she is also the patron of the arts.
 
Flower is the patron of deep love in all its forms. Due to her mortal background, she is also the patron of the arts.
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===[[Pantheon]]===
 
===[[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.
 
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.
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===[[Ffloy]]===
 
===[[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.
 
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.
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===[[Gargul]]===
 
===[[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.
 
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.
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===[[Wardd]]===
 
===[[Wardd]]===
 
Wardd is the patron of luck and chance. He helps both those who consider themselves lucky as well as those who wish they were. He aids those who are cursed.
 
Wardd is the patron of luck and chance. He helps both those who consider themselves lucky as well as those who wish they were. He aids those who are cursed.
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== Independent Gods ==
 
== Independent Gods ==
 
===[[Marteaus]]===
 
===[[Marteaus]]===
Marteaus strives to bring suffering through disease upon the Noble Races of the Wold.
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Marteaus strives to bring suffering through disease upon the Noble Races of the Wold. (NPC only)
  
 
===[[Ga'al]]===
 
===[[Ga'al]]===
This god is the master of Domination. He believes that the Noble Races ultimately fail because they are imperfect.  
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This god is the master of Domination. He believes that the Noble Races ultimately fail because they are imperfect. (NPC only)
  
 
===[[Jancassis]]===
 
===[[Jancassis]]===
The power and allure of Jancassis is built on that all-powerful desire for vindication: revenge.
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The power and allure of Jancassis is built on that all-powerful desire for vindication: revenge. (NPC only)
  
 
===[[Kevintar]]===
 
===[[Kevintar]]===
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== Immortal Powers ==
 
== Immortal Powers ==
An immortal power is a potent being who is not a god but who is is nonetheless open to veneration and honor. [[Overview_of_Woldian_Spirituality#The_Votary_Cleric|Clerics who honor immortal powers are known as votary clerics, and there are special rules for playing them.]]
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Immortal powers bound within a region often have additional powers within that region to include greater knowledge of events in its region, more effective divination spells, or even take an avatar form. Bound powers must rely on their clerics and bloodwitch allies to learn about events and areas outside their realms.
 
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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.
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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_Centre#Form_for_Creating_an_Immortal_Power|Black Genie Center]].
 
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_Centre#Form_for_Creating_an_Immortal_Power|Black Genie Center]].
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The Evolutionist aspect of the Sargrass
 
The Evolutionist aspect of the Sargrass
 
----
 
----
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===Powers of the Scab===
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====[[Fhorge]]====
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A jailer of the Old Ones, Fhorge resides in the largest volcano in the Scab
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====[[Scald]]====
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A brutal, water based power that encourages her follows to act on their most violent and destructive impulses
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====[[Mother Veolos]]====
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A former Dark Lord of Koshe Marr, now seeking refuge in Carrion Valley
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== Natural Philosophy ==
 
== Natural Philosophy ==
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===[[Druidicism]]===
 
===[[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.  
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Nature in the Wold, far from being dormant and neutral as most worlds are, is semi-aware and filled with either good or evil magic. ILikewise, most 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]]====
 
====[[Druidic Circles]]====
 
Woldian Druids group together in Circles. Here are details of several key Druidic Circles.
 
Woldian Druids group together in Circles. Here are details of several key Druidic Circles.
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* [[Improved Wildshape]]
 
* [[Improved Wildshape]]
 
* [[Natural Spell Specialization]]
 
* [[Natural Spell Specialization]]
* [[Improved Natural Spell Specialization]]
 
 
====Druid Prestige Classes====
 
====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.
 
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]]=====
 
=====[[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.
 
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]]=====
 
=====[[Monstrologer]]=====
 
Monstrologers give the needs and interests of monsters primacy over those of their own kind.
 
Monstrologers give the needs and interests of monsters primacy over those of their own kind.
  
 
==Allowed Domains==
 
==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.
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Clerics in the Wold select Domains in one of three ways:
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1. Devoted to a single god.  Devoted Clerics choose domains of their god.
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2. Devoted to the "Gods of Wold" Pantheon. The Cleric choose any two core Pathfinder domains, but not [[Wold-Specific Domains]].
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3. Devoted to a power.  The Cleric chooses only one domain of the immortal power, and gains the Wold-Specific abilities from that power.
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Druids choose a domain per the core rules.  
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A Bloodwitch (Wold specific class), chooses one domain of their immortal allied power, but not the Wold-Specific abilities of clerics.
  
 
[[List of Domains by God]]
 
[[List of Domains by God]]

Latest revision as of 10:37, 30 August 2024

Welcome to the Woldian Spirituality, a haven for those seeking knowledge and enlightenment. Here, you can learn more of the underlying cosmology of the Wold, the distinctive practices honoring Nature, and the beings that are far beyond mortal understanding. There are two categories of such beings: gods and powers. Gods are more popular in the northern Continent of Yrth, while powers are patroned more than gods in the Southern Continent. Gods and powers are “beyond” alignment; however, they do have alignment tendencies.

1. Gods are more powerful. It is said gods have two power sources: an appointment of power and authority by 'The Jericho', the creator of the Wold. and a following of mortals which increases the basic power and prestige by numbers, frequency, and fervency. Gods are either in the “Gods of Wold" pantheon, or some are unaffiliated and called "Independent Gods". A PC may follow any God of Wold, or revere the entire pantheon, but some Independent Gods have restrictions and may not have PC followers (See write-up).

2. Powers are immortals that are not as powerful as gods, yet some may be selected by PCs for worship or patronage (See write-up). How they gift spells on their followers is a mystery, but one theory is they are able only through alliance with a god, a cabal of powers, or when bound with a magical Woldian location. If this is true, no power nor god has revealed.

Each god and power represents a particular ethos or need. Most Woldians have a favorite immortal, but do not limit themselves to worshipping only one god or power, but ask for intercession depending on the situation. If they are having trouble with loving their mate, they could visit a temple of Flower. If they are needing courage to face a tough decision, they visit a cathedral of Domi.

After the Year of Ascension (See History of the Wold), each god established sects to advance their dominion and issues, and have special Prestige classes for the focused mortal.


Overview of Woldian Spirituality

Check here to see an overview of all the Woldian Gods, and how DMs can play divine characters in the Wold.

The Gods of the Wold

Alemi

This god is the Patriarch 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

Flower is the patron of deep love in all its forms. Due to her mortal background, she is also the patron of the arts.

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 is the patron of luck and chance. He helps both those who consider themselves lucky as well as those who wish they were. He aids those who are cursed.

Serenbeth

Serenbeth is the patron of families, especially children.


Independent Gods

Marteaus

Marteaus strives to bring suffering through disease upon the Noble Races of the Wold. (NPC only)

Ga'al

This god is the master of Domination. He believes that the Noble Races ultimately fail because they are imperfect. (NPC only)

Jancassis

The power and allure of Jancassis is built on that all-powerful desire for vindication: revenge. (NPC only)

Kevintar

Patron of enlightenment, self-perfection, austerity, and inner strength.


Immortal Powers

Immortal powers bound within a region often have additional powers within that region to include greater knowledge of events in its region, more effective divination spells, or even take an avatar form. Bound powers must rely on their clerics and bloodwitch allies to learn about events and areas outside their realms.

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


Powers of the Scab

Fhorge

A jailer of the Old Ones, Fhorge resides in the largest volcano in the Scab

Scald

A brutal, water based power that encourages her follows to act on their most violent and destructive impulses

Mother Veolos

A former Dark Lord of Koshe Marr, now seeking refuge in Carrion Valley


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 semi-aware and filled with either good or evil magic. ILikewise, most 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.

Monstrologer

Monstrologers give the needs and interests of monsters primacy over those of their own kind.

Allowed Domains

Clerics in the Wold select Domains in one of three ways: 1. Devoted to a single god. Devoted Clerics choose domains of their god. 2. Devoted to the "Gods of Wold" Pantheon. The Cleric choose any two core Pathfinder domains, but not Wold-Specific Domains. 3. Devoted to a power. The Cleric chooses only one domain of the immortal power, and gains the Wold-Specific abilities from that power.

Druids choose a domain per the core rules.

A Bloodwitch (Wold specific class), chooses one domain of their immortal allied power, but not the Wold-Specific abilities of clerics.

List of Domains by God

List of Domains by Name of Domain

More details on Votary, Devoted, and Pantheon Devotee Clerics.