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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 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.
  
Welcome to the Black Cathedral, a haven for those seeking knowledge and enlightenment. There are several major deities worshipped throughout New Elenna. All of these deities are allied in one of two groups: Gods of the Wold and Gods of Testing. The Gods of Wold are older, and most people follow them, especially since they are the kinder and more beneficent of the gods. But every god represents a particular ethos or need, and your average citizen pays respect to whichever god governs the need they feel most deeply -- people look for help wherever they can get it, don't you know.
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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 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).
  
Of course, everyone has their favorites, but they still find time to honor them all. On the other hand, some people feel a special affinity for one or two gods, and consider them to be patrons. Those who have patron deities are most likely to formally join a temple and participate regularly.
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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 is one god who belongs to both alliances -- Gargul, who we honor here at The Black Cathedral. Just as we have devoted ourselves to the service of the God of Death and Life, we realize that on occasion people feel drawn to devote their life to the service of a particular god. Therefore we have provided information on the priesthood of each of the deities, in case you feel one of the gods calling you. You can explore details including responsibilities, symbol, details on worship, clerics in society, domains allowed, and detailed histories of the gods.
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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 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 the issues that most concern them. Those who serve in these sects, making up classes of prestige, are also described herein.
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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.
  
You will also find narrative stories designed to entertain, illustrate, and edify.
 
  
We also offer information on the underlying cosmology of the Wold and on the distinctive practices of those who honor Nature, as well as those who honor the Immortal Powers of the Wold who are nonetheless not gods.
 
 
==[[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==
 +
 
===[[Alemi]]===
 
===[[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.
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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 it's forms. He is the Champion of the Gods of Wold.  
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This god is the patron of Courage in all its forms. He is the Champion of the Gods of Wold.  
 +
 
 
===[[Flower]]===
 
===[[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.  
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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.
 
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.
 
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.
 
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.
 +
 
-------
 
-------
  
== The Gods of Testing ==
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== Independent Gods ==
 
===[[Marteaus]]===
 
===[[Marteaus]]===
This god is the ruler of the Gods of Testing. He strives to bring suffering through disease upon the Noble Races of 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)
===[[Caeroldra]]===
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This goddess is the patron of everything that is lovely, beautiful and full of passion.
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===[[Jancassis]]===
 
===[[Jancassis]]===
The power and allure of Jancassis is built on that all-powerful desire for vindication -- Revenge -- fire and ice, forged like tempered steel.
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The power and allure of Jancassis is built on that all-powerful desire for vindication: revenge. (NPC only)
===[[Wardd]]===
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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!
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===[[Kevintar]]===
===[[Gargul]]===
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Patron of enlightenment, self-perfection, austerity, and inner strength.
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. He serves both Pantheons in these tasks.
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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.
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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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Geography rules all Powers -- a votary cleric of an immortal Power can regain spells and use gifts only in the Power's geographic region. Of all the Powers of the Wold, Maab and Eberyon have the greatest reach. Clerics who honor them can regain spells whenever they are in nature (that is, out of doors or in a natural cave, not in a city or town). Votary clerics lose their gifts and cannot prepare spells if they leave their Power's realm. Powers usually know the major events going on inside their realms to some degree. They must rely on agents and allies to learn about events and areas outside their realms.
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Other Powers (aside from Ebryon and Maab) are MUCH more limited. Clerics of Culverwood can only regain spells while IN the Culverwood. This makes Powers far less attractive for most clerics.
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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]].
  
Most Powers have only two domains. Minor Powers have just one. Eberyon is the exception with 5, because he used all four elements to create the Wold's Cradle.
 
 
===[[Power: Eberyon|Eberyon]]===
 
===[[Power: Eberyon|Eberyon]]===
 
King of the Fey, Creator of the Wold's Cradle
 
King of the Fey, Creator of the Wold's Cradle
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===[[Boydos]]===
 
===[[Boydos]]===
 
A mad sleeping demigod trapped in his own dreams.
 
A mad sleeping demigod trapped in his own dreams.
===[[Three Powers of Al Mathir]]===
 
Three reptilian Powers presiding over a race of intelligent bipedal reptile-folk
 
 
===[[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.
 
One of the original creations of Eberyon.  An immortal fey and part of Eberyon's original royal Court.
===[[Power: Sargrass|Sargrass]]===
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===[[Visaura]]===
The embodiment of the living plains of the Southern Continent.  
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A spirit who offers mourners the comfort of knowing that death leads to life in a natural cycle.
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===The Aspects of the Sargrass===
 
----
 
----
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====[[Walker-Sar]]====
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The Preservationist aspect of the Sargrass
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====[[Weaver-Sar]]====
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The Restorationist aspect of the Sargrass
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====[[Warper-Sar]]====
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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
 +
  
 
== 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.  
+
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.
Line 89: Line 111:
 
* [[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==
Below is the list of Core Domains allowed in the Wold.  Note that the Sub-Domains appearing online are not allowed within the Wold.  
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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 powerThe 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]]
  
* Air
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More details on [[Overview_of_Woldian_Spirituality#Clerics_in_the_Wold|Votary, Devoted, and Pantheon Devotee Clerics]].
* Animal
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* Artifice
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* Chaos
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* Charm
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* Community
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* Darkness
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* Death
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* Destruction
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* Earth
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* Evil
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* Fire
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* Glory
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* Good
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* Healing
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* Knowledge
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* Law
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* Liberation
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* Luck
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* Madness
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* Magic
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* Nobility
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* Plant
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* Protection
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* Repose
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* Rune
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* Strength
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* Sun
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* Travel
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* Trickery
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* War
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* Water
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* Weather
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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.