The new Woldipedia with 5e content is available here |
Difference between revisions of "Spirituality"
(→Natural Philosophy) |
|||
(55 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
− | + | 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, each god established sects to advance | + | 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== | ==The Gods of the Wold== | ||
+ | |||
===[[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. | ||
+ | |||
===[[Domi]]=== | ===[[Domi]]=== | ||
+ | This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold. | ||
+ | |||
===[[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. | ||
+ | |||
===[[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. | ||
+ | |||
===[[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. | ||
+ | |||
===[[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. | ||
− | ---- | + | ===[[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]]=== | ||
+ | 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. (NPC only) | |
+ | |||
===[[Jancassis]]=== | ===[[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 == | ||
− | + | 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_Centre#Form_for_Creating_an_Immortal_Power|Black Genie Center]]. | |
− | + | ===[[Power: Eberyon|Eberyon]]=== | |
− | + | ||
− | + | ||
− | ===[[Eberyon]]=== | + | |
King of the Fey, Creator of the Wold's Cradle | King of the Fey, Creator of the Wold's Cradle | ||
− | ===[[Maab]]=== | + | ===[[Power: Maab|Maab]]=== |
Queen of the Fey, Ruler of the Vales of Twilight in the center of the Lands of Rest | Queen of the Fey, Ruler of the Vales of Twilight in the center of the Lands of Rest | ||
− | ===[[The Culverwood]]=== | + | ===[[Power: Culverwood|The Culverwood]]=== |
The sentient magical forest in the middle of the Elennian Peninsula | The sentient magical forest in the middle of the Elennian Peninsula | ||
===[[The Crones of the South]]=== | ===[[The Crones of the South]]=== | ||
Line 51: | Line 70: | ||
===[[Boydos]]=== | ===[[Boydos]]=== | ||
A mad sleeping demigod trapped in his own dreams. | A mad sleeping demigod trapped in his own dreams. | ||
− | |||
− | |||
===[[Burfell and Vé-Eldfjöll]]=== | ===[[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. | 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]]=== | ===[[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 == | == Natural Philosophy == | ||
===[[Woldology]]=== | ===[[Woldology]]=== | ||
+ | The Realm of Shadows and the Lands of Rest: the hidden secrets of the Wold. | ||
====[[Woldsblood]]==== | ====[[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. | 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]]==== | ====[[Shadow Tale]]==== | ||
A tale of the Shadow Lands. | A tale of the Shadow Lands. | ||
− | ====[[Creation Tale]] | + | ====[[Creation Tale]]==== |
A tale of how the Wold came to be. | A tale of how the Wold came to be. | ||
+ | |||
===[[Druidicism]]=== | ===[[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]]==== | ====[[Druidic Circles]]==== | ||
− | ==== | + | Woldian Druids group together in Circles. Here are details of several key Druidic Circles. |
− | ==== | + | ====Druid Feats==== |
+ | * [[Improved Wildshape]] | ||
+ | * [[Natural Spell Specialization]] | ||
+ | ====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]]===== | =====[[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]]===== | =====[[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 [[Overview_of_Woldian_Spirituality#Clerics_in_the_Wold|Votary, Devoted, and Pantheon Devotee Clerics]]. |
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.
Contents
- 1 Overview of Woldian Spirituality
- 2 The Gods of the Wold
- 3 Independent Gods
- 4 Immortal Powers
- 5 Natural Philosophy
- 6 Allowed Domains
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 Name of Domain
More details on Votary, Devoted, and Pantheon Devotee Clerics.