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Chp. 1: On Gods
 

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The Old Three

 

Grønn

 the Life-Bringer, the Ivy that Creeps, the Undivided Aspect, Father Green, the Evertreader

 

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In the heart of the natural world dwells Grønn, the Life-Bringer, a towering figure revered as the embodiment of nature's power and vitality. Within the Old Faith, Grønn is venerated as the amalgamation of the druidic spirits, representing the essence of nature itself. His presence manifests as a towering figure, standing twelve feet tall, with skin of bark, teeth of rock, and eyes that shimmer like pools of water.

 

Adorned with a crown of leaves and vines that twist and turn in wild abandon, Grønn embodies the untamed spirit of the wilderness. Though his form is formidable, he is elusive, appearing fleetingly amidst the verdant depths of the forest or the rushing waters of the river.

 

Grønn's benevolence is widely acknowledged among his followers, who revere him as the guardian and protector of all living things. Hunters offer thanks for his sacrifices, acknowledging the natural order that allows them to sustain themselves through the bounty of the land. Others, who eschew the consumption of meat, commune with the animals and the land, seeking harmony and balance in their relationship with nature.

 

As the Guardian of Nature, Grønn holds sway over all aspects of the natural world, from the towering trees to the smallest insect. He is the steward of the elements, shaping the earth, air, fire, and water as gifts to Morighaen, the Night Mother, in her eternal dance across the cosmos.

 

Yet, Grønn's influence extends beyond the material realm, serving as the bridge between the earthly plane and the astral realms. He is the embodiment of life's vitality, the force that binds the celestial and the terrestrial in a harmonious union.

 

To commune with Grønn is to commune with the very essence of nature itself, to recognize the interconnectedness of all living things and the sacredness of the natural world. Through his guidance, his followers seek to live in harmony with the rhythms of the earth, honoring the cycles of life, death, and rebirth that define the eternal dance of existence.

 

Followers to Grønn exist already: Grønn has been the most timeless of the Three, as much as nature has been one of the most steadfast domains in our world. The Druids have gone nowhere, and while their manner of worship has evolved with time, the Great Green God is as persistent as the rivers that carry his word in the babbles of brooks, and the rolling of stones.

 

Thrønn

the Impartial, the Reflection of Humanity, the Infinitely Faced, the Everchanger, That which is in the Mirror, Thief of the Heart’s Fire, It Who Steps in Your Wake

 

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Within the depths of every human soul resides Thrønn, the Impartial, a figure shrouded in the collective consciousness of humanity. They embody the myriad desires, virtues, and flaws that define the human experience, appearing as a shapeless entity, a shadow cast by the inner workings of each individual.

 

To their followers, Thrønn represents the impartial observer of human existence, a silent witness to the complexities of mortal life. They gather in open fields, acknowledging their own shadows as reflections of Thrønn's essence, and offer prayers that vary as widely as the individuals themselves. Some beseech them for guidance in times of need, while others express gratitude for the blessings they have received.

 

The relationship between humanity and Thrønn is symbiotic yet enigmatic. While some view them as a benevolent force, bestowing the gift of "Heartfire" upon humankind—a source of inspiration and creativity—others see them as a mirror reflecting the darker aspects of human nature. Those who shun Thrønn often do so out of fear or resentment, unwilling to confront the truths they reveal about themselves.

 

Yet, Thrønn's nature is not fixed or predetermined. Some believe that they mirror the qualities of those who invoke them, embodying both the virtues and vices of humanity in equal measure. To the greedy, they appear as a figure of avarice and selfishness, while to the kind-hearted, they manifest as a beacon of benevolence and compassion.

 

Thrønn, the Reflection of Humanity, exists as a testament to the complexity of the human soul, embodying both light and shadow, virtue and vice. To understand them is to understand oneself, for they are the mirror that reflects the essence of humanity in all its diversity and contradiction.

 

Long ago, when Adunians and Highlanders still roamed the old Aegisian North, Thrønn intervened in mortal lifes and gave them divine magic. They reached into the first men and drew the flames from their chest, and put them in their own hands. Morighaen, who interacts in the lives of men in much subtler ways, doomed Thrønn to wander amongst those whose lives they so intimately mingle with: integrating with society, subtly. 

 

Those who devote themselves to Thrønn come in all walks of life. A mass of those who would worship the Infinitely Faced would find paradoxical, and contradictory pairs amidst its group, because Thrønn welcomes all. Those who worship Thrønn often do so out of a shared love of humanity and life itself, typically. The Everchanger does not ask you to be anything, but who you are, to the best of your own ability.

 

Morighaen 

the Night Mother, She Whose Wings Breath the Sky to Light, the Distant Woman, She Who Cloaks, the First to Awaken, the Scale Tipper, the Unseen Hand, the Great Isolator

 

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In the unfathomable depths of the Astral planes reigns Morighaen, the Night Mother, a figure veiled in the splendor of celestial realms. Enigmatic and vast beyond mortal comprehension, she embodies the essence of cosmic equilibrium, neither benevolent nor malevolent but a force beyond human understanding.

 

Morighaen's presence transcends the mortal realm, yet she remains aloof from direct intervention in the affairs of mortals. Instead, she weaves the fabric of existence with a subtle touch, guiding the cosmic dance of stars and planets. Her influence permeates the tapestry of reality, shaping the cycles of the moon, the passage of time, and the patterns of weather, all from a distance too great for mortal eyes to perceive.

 

To her followers, Morighaen represents the ineffable mysteries of the universe, a beacon of contemplation and reverence. They offer prayers not for her intervention but for understanding and enlightenment, seeking to align themselves with the cosmic harmony she embodies. In times of turmoil or uncertainty, they turn to her as a source of solace and guidance, finding strength in the cosmic order she represents.

 

Despite her apparent detachment, Morighaen's relationship with her fellow deities is complex and intertwined. While she refrains from direct interference in mortal affairs, her presence serves as a silent counterbalance to the whims of her old pantheon. Should their actions threaten to disrupt the delicate balance of the cosmos, she may subtly influence events to restore harmony, though her hand remains unseen.

 

As the Cosmic Enigma, Morighaen exists beyond the dichotomy of creation and destruction, chaos and order. She is a force of cosmic neutrality, guiding the universe with a silent wisdom that transcends mortal understanding. To her faithful, she offers not salvation or deliverance but the opportunity to glimpse the infinite mysteries of existence and find solace in the unfathomable vastness of the cosmos.

 

The most fervent worshipers wish to see her vision for our reality come to life; a godless paradise. They believe that one day, Morighaen will wrap our world under her night-cloak, bringing about a beautiful, endless night. Stars would dot the sky bright enough to allow all life to flourish within nature, within cities, free of deific interference. Her night-cloak would prevent aenguls and daemons from pressing into the world, allowing the planet to exist as a paradisiacal terrarium for her own amusement and curiosity.
 

Chp. 2: On People
 

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Core Beliefs

 

The Revered Ancestors

 

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Followers of the Old Faith share some beliefs with their Adunic Orthodoxist brethren. Though, in rejection to Cannonist belief, and that of the Creator, followers of the Old Faith believe that their patron takes them when they pass: for those who worship Morighaen, when you pass, you return to the night’s sky, and join the stars, watching your ancestors beneath you. For those who worship Thrønn, the infinitely faced comes and gently ushers your Heartfire to silence, and draws it back into themself. For those who worship Grønn, you return to the dirt where you lay, your body feeding into the cycle of life and death, your spirit whispering in the wind. 

 

Similar to Adunic Orthodoxy, there is an emphasis placed on the spirits of old: both those venerable legends of the past, in all walks of Adunic lore, legend, and history, and those closer to home: more venerable in your own hallowed halls, and family lines.

 

The Founders

 

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In the eyes of followers of the Old Faith, Harren and Sarai are revered for their love and intrinsic qualities. Despite the Creator's rejection and abandonment, adherents express gratitude towards their progenitors, embracing their flaws and the dual-cursed nature they bestowed upon their descendants. While acknowledging the complexities of their legacy, followers find solace and pride in their parentage.

The advancements and achievements of the High Kingdom, fostered by Harren and Sarai's leadership, are remembered fondly within the Old Faith. Their union, symbolizing the bond between Elf and Man, is celebrated for granting the Adunians longevity and prosperity. However, followers lament the empire that emerged from their legacy, reminiscent of the Holy Oren Empire's divisive impact on the Adunian people, particularly evidenced by the fracturing at the Battle of Winterhold.

 

The Trinity

 

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The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. A major difference between the Adunic-Orthodoxy, and the Old Faith, is the lack of recognition of the Trinity. Followers of the Old Faith, who stayed nomadic, vagrant, and loose did not experience the same difficulties or kinship with Elendil, Maria, or Braen, nor witness their actions in its fullness, or feel the effects of their efforts truly, as they were not for them.

 

This is not to say that those in the Old Faith would not venerate their efforts in any respect. But, in the way that the Doethion is about Wise Men and Ancestors, the Old Faith would recognize the Founders, and likely think of the Trinity as part of the Doethion.

 

The Doethion

 

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The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. 

 

This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly.

 

While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are often written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead.

 

Rejecting the Creator

 

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The story of the Adunian origin is as old as time itself. From Horen came Harren, who loved Sarai, an elf. The two consummate their union and so their tribe did as well. The first Adunians came from this union, and, in disgust at the twice-cursed people, the Creator turned his back on the Adunians, and for much of Adunian history, so did the other descendant races.

 

For Cannonist Adunians, their origin is somewhat a source of shame. In the early Iladunian empire, when Adunians settled into Kingdoms and Empires and began their crusades, the people were repentant for something beyond their control. While these early empires began to organize into religion, to beg for forgiveness, and seek unity and solemn reprieve with their kinsmen, the Old Faith offered an alternative.

 

The Old Faith began amongst bowies and their family units. While the seeds and stage were set for the Idunic empire, not all Adunians were part of that empire. Amongst the trees, those fathers, and mothers, and their children, like a mass-hysteria, or shared delusion, began to share the prophetic visions of a figure. Morighaen did not speak, not with words, but through an empathic link and images. Her fascination for mere mortals was felt through this bond; where their Creator had turned on them, the Adunic people had an admirer.

 

During run-ins with fellow bowies and trades with their kinsmen was there the slow realization of the breadth of this shared delusion. This lent credence to her… shared themes of stars and the night, of a great, ethereal, otherworldly face smiling down upon the chosen Adunian people. Their fathers passed looking down on them from the night’s sky… these delusions were not just delusions. While the Ildunic empire set their seeds, those who chose to wander rode their horses through steppes and frosted forestscapes, and in their dreams, would feel sermons and the beckoning of a curious god, and her siblings.

 

Bump in the Dark

 

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Those who followed the Old Faith venerate the Old Three. Grønn is responsible, and takes ownership, for creatures within the domain of nature. He claims responsibility for deep rooted trees, swaying rushes, the birds that chirp in their branches. Those who hunt, forest, and gather thank Grønn for providing his creations to sustain us and are careful not to waste the gifts of the Green Father.

 

Similarly, Thrønn claims the domain of mortals, and those of the descendant races. Not in spite of the Creator, but more so in tandem. Their shadow does permeate all creatures and things, but the Infinitely Faced is especially curious of, and responsive to, the descendant races. For all good and bad actions taken, Thrønn observes and commentates, judging and observing, from just out of the light.

 

Morighaen herself does not lay claim to any creation. She herself is an indifferent observer. She finds life to be a curious marvel, and seemingly, is a fan of the work of the Creator even if the Creator does not like all of his own work (ie. Adunains). She would prefer to see a world where those creations of the Creator may act freely without the taint of outside influence.


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To that end, none of the Old Gods claim any Darkspawn as theirs. When Iblees tricked the world, and cursed the four brothers, they witnessed the Undead and fell-creations that Iblees had summoned. They admired the fervor of the four brothers; their perseverance in the face of insurmountable, deific power was impressive for mortals. To that end, when the Old Three chose to patronize them, if allowed in their practices, they too reinvigorated their own hatred for those that skulk and pray ruin onto ordinary lives.

 

This is practical as well, for those who follow the Old Faith. Many of its worshipers were Northmen, Highlanders, and Bowies that lived either a nomadic, fringe lifestyle, often plagued by frost-witches and creatures of the night, or kept sentinel-vigils in great stone cities in the frost, watching for the tide of Undead in day’s past. There is simply no place for those beyond redemption in the Old Faith.

 

A House Divided

 

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Bowies has always been the term attributed to those Adunians who were nomadic, did not settle, who preferred their horses and tents, or light-holdings, that they could easily come and go from. Their namesake, the bowie knife, a fixed-blade that functioned as both a weapon and everyday tool, is synonymous with the people who still carry and use it daily as a symbol of their rugged frontiersman ship and wanderlust.

 

At one point, it could be said that all Adunians were bowies. With the dawn of the Ildunic Empire however, many would trade in their small family units, clans, and tribes, and give into the promises and comforts that city life, and settling, could provide. The decision to stay in their self-contained units was not an easy one, though, it was not one of great consequence either. The brotherhood amongst Adunians was not easily destroyed by one’s decision to come, or to go. This delineation in life-style marked the cultural differences of the two groups though, and similarly, marked the religious differences.

 

When the Ildunic Empire fell, and the Ildunic empire was forced across the sea, persecution of bowies was equally felt. After all, they were simply wilder Adunians, arguably: a dirtier second-class citizen. While following at a distance, the bowies would follow their brethren, and with that, the shadow of the Old Faith quietly crept with Adunians. Struggling for cultural identity in the new worlds, some Adunians would convert to the Old Faith: the shattered people finding some comfort in their old ways, and the consistency of the God who truly loves them appealing.

 

When Winterhold was established in Westfall by Duke Artorious Elendil, the Adunian people found themselves pulled into a center again. For the first time since the Ildunic empire had fallen, the people were convening and trading in Adunian stores and bowies would visit their brethren to trade goods and tales. It felt like the good old days, before the fall.

 

Fathers, organized priests of the Old Faith, wandered and spoke their oral tales, unraveling mysteries lost overseas in communion with their Pantheon of Three. Even some highlanders, who stayed in Winterhold, were interested in the alternative religion and philosophies of the Old Faith. For the first time, the Old Faith was actually in the spotlight, and a mainstay, common-place belief amongst Adunians.

 

As Cannonism rose to prevalence among mankind, accompanied by the emergence of prophets, saints, and orders extolling the virtues of human supremacy and the One True God, tensions simmered. Cannonism sought to unite humanity under its banner, yet amidst this upheaval, the Old Faith experienced a resurgence among the Adunian and Highlandic people. Highlanders endured derogatory treatment as "disgusting savages," while Adunians, viewed as "half-elves" with two curses, faced discrimination as second-class citizens.

 

These irreconcilable differences, amongst other reasons, sparked rebellions, swiftly suppressed under a united human banner, but leaving behind two distinct factions: the repentant Adunians and Highlanders forgiven by Godfrey Horen I for their transgressions, and those opposed to Cannonism—who chose to embrace their nomadic heritage once more and become bowies.

 

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Bowies, emblematic of the fragmented Adunic people, embody the spirit of Adunia—solemn responsibility and enduring resilience. In the same vein that "no Adunian dies in their bed," by remaining light and free, bowies defy tyranny simply by embracing their freedom.

 

While the beliefs and ways of life differ household by household, family by family, clan by clan amongst bowies, the Old Faith found prevalence amongst these scattered bands. For those who still venerated the old ways, disdain could be found for those who chose to live under their oppressors, still bitter at being forced away from their ancestral forests at the dawn of the Ildunic empire. The wisest of the Old Faith could respect the choice to live in a semblance of unity, even if it was at the cost of cultural identity. Both those who stay, and those who wander, ultimately, ensured the survival of the Adunic people.

 

Even in time, those who stayed ultimately crumbled away with their walls and holds, just as castles and legacies tend to do. Jon Marsyr, a famous and notable bowie, was an Adunian who established their people once again, now as the Numedanian. While still a people seeped with Cannonism, those of the Old Faith find they can live in a quiet-existence alongside their brothers, if, only, for a sense of a people united once more.

 

Syncretistic, Pragmatic, and Practiced

 

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            Given that the Old Faith largely survived through oral-tradition and some hidden away scrolls, the Faith has persevered through rearing its members, and bringing them up in practice of the Old Faith. It’s generally not a religion that seeks to spread its message evangelistically, nor is it a word to be pushed onto others. Those that seek the Old Faith will find it.

 

            The Old Faith shares much in the way of Adunic-Orthodoxy in that the ancestors, and the past, are emphasized. It is important to have role models and guidance from those who walked before you: we should acknowledge the past and use it as a lens to move forward for the better. In that way, both those greatest heroes and darkest villains in one’s line have equal say, in that we should understand what made our heroes great, and villains evil.

 

            To that end, the Old Faith, because many of its followers often live in single-family units, or small clans, revering those who came before us, there is not much preaching that goes on. While the messages of Morrighaen, Thrønn, and Grønn are universal, it does little to tell a stranger about how wonderful your great-grandfather was without distilling the wisdom of their stories. Similarly, those of the Old Faith are often more interested in finding commonality amongst belief instead of overriding the beliefs of those before them.

 

            The Old Faith had long revered Druii, for instance: Grønn has a clear identity as Father of the Forests, and is thought of to simply be the Aspects Undivided. Those who follow Grønn will more than likely serve better to protect the ideals of Grønn, and the kingdom of nature, than to disparage Druii and argue over the minutiae of differences directly between the Old Faith, and Druidism.

 

Lastly, the Old Faith is largely a decentralized religion. Many of the practices and followings differ between people, families, and clans, with differences in songs, poems, stories, and endings. At one point, the Old Faith did have a stronger sense of hierarchy amidst the “Fathers of the Old Faith”, who were Heartfire wielding guardians of the traditions and beliefs of the Old Faith. Since the practice of Heartfire has waned into obscurity, there is no true-organizational body of the Old Faith. It is more important to practice good faith and belief in the Three, and your Ancestors, than organize and structure.
 

Chp. 3: On Mysticism

 

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Gaesa

 

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            In the way that the Old Faith reveres and understands Morrighaen as the most powerful in their pantheon, many within the Faith will undertake a gaes (sometimes spelt gaess, or gaesa). A gaes is an idiosyncratic taboo, or self-imposed ritual-- something that you absolutely must do, or never do. To undertake a gaes is not a light, or easy decision. Often, a gaes is sworn under cover of night, at a place closest to the stars, or where the canopy of night is all one can see.

 

            Originally, gaes were only utilized by those who revered and sought the Indifferent Mother’s favor. Many would consider this to be a wasted effort; one cannot tempt the Mother of Fates into action. But, even still, those who swore their gaes to Morrighaen found themselves, at least in self-reports, braver and more effective. They felt as though in dire circumstances, they found their ways easier. These self-reports spread the idea of a gaes from something only the most fervent of Morrighaen’s chosen would undertake, to a much more common superstition.

 

Some examples of gaes that someone may undertake are as follows:

 

“I will never refuse a meal from a woman.”

“At a crossroad of life, I plant a flower.”

“I will never introduce myself by my first name.”

“Speak your fears before passing running water.”

“I will never speak ill of the dead.”

“Always leave a coin for your bartender.”

 

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To undertake a gaes, and break it, is to invite only the most calamitous and urgent of ruin upon yourself. In bowie folk-lore and Old Faith oral tales, some heroes will take two gaes to bring a greater boon of luck. That said, many tales end with a contradiction of the two gaes spelling the end for the hero, or, the hero failing to uphold their one beholden belief. As said before; a gaes is never to be undertaken lightly, and only should reflect that which is in your control. A gaes may be “I will never travel with someone carrying an arbalest” but never “No one can ever have an arbalest”. It is-self imposed, and sacred.

 

Spoiler

While the Gods are not confirmed in any real sense to be real OOCly, if playing someone who has a Gaess, I STRONGLY suggest considering holding your gaess as a life or death value. It is not-enforceable, but I personally have two Gaess on my character, and breaking either would, to me, result in my PK in an untimely fashion.

 

Consider your Gaess carefully. A gaess is meant to give your character depth, something to believe in to drive them forward, and one day if you choose, be used as a device to spell your downfall. The best example of a gaesa is Cú Chulainn, whom had two gaesa: he could not refuse a meal from a woman, and would not eat the meat of a dog. A hag tricked him, and offered him a meal made from dog, spelling his death.

 

Erythian Stars

(Click me for link to the old lore)

 

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Introduction

  

Erythian Stars are simply mystically empowered glass orbs centered by a rare gem that display either sight, sound, or emotion present on the opposite end of two connected Stars, for either mundane purposes such as checking in with a friend that lives far away or for more extreme purposes such as overwatching the border of a known area harboring great evil.

 

Forging A Star

 

Foring a star is relatively simple, but the cost of creating one is great. All that is needed is a glass orb around the size of a head, a valuable gem such as an emerald or diamond within its center, and a willing participant. The participant must sacrifice either their sight, hearing, or capacity to feel emotion on any powerful level and bind the sacrificed sense as well as a small fragment of their soul to the object, permanently binding the emotion or sense to the newly forged orb. While this requires a fair bit of study into the soul and its workings, the damage done is minimal and does not create any form of phylactery of the sort as the soul’s severed part turns into energy to power the orb. As a result only one Star can be made per person, and anyone that is used in the orb’s creation will be mildly affected by holy magics that cause damage to beings with damaged or irregular souls. Finally, the orb does not gain any durability, so it’d be as easy as shattering glass to destroy it, making these useful orbs quite costly.
 

Stars Of Andun

 

The Stars of Andun, or Stars of Emotion, do as the name implies and links the emotions of those on either end of the two-way system. If anyone were to grab onto one star, they’d feel either nothing - as in most cases - or either the emotions of the person holding onto the other star, entirely replacing their own for the duration. Similar to the other Stars, a link must be formed by having the creators of each star come together and willingly unify the two artifacts, the link being unbreakable and irreplaceable when formed.

 

Stars of Cearm

 

Finally, the Stars of Cearm, or Stars of Sound, transfer sound between two orbs in a radius around it instead of vision or emotion. Touching these stars have no special effect unless both are touched at once, in which case the user will not hear anything they’d normally hear, but rather whatever the person on the opposing Star heard, and vice versa. As with the other Stars, a link is required between two Stars.

 

Stars Of Ansíen

 

The Stars of Ansíen are ones designed with the intent of viewing an area, the area being either another Erythian Star or a Tower of Sántorr. Two linked Erythian Stars would act as if the two users of the mystical orbs were in the same room as one another, their vision being projected on either end. The two Stars must be linked with each creator’s willing consent and both stars present in the same area, effectively melding the two gems into one half of the same whole. The benefit of this is that the opposite gem can view the area where they’re located by simply looking at the other star, while the downside is that no sound or other senses pass through the star, making it only useful for visual use.

 

The other scenario in which a Erythian Star would be classified as a Star of Ansíen would be linking a star to a Tower of Sántorr, or a “Viewing Tower” in common terms. This requires the Starforger to bring the Star to a functioning Tower of Sántorr’s peak where the Star can be linked to the tower. After doing so, the Star will display a similar all-around view of the area around the tower.

 

Tower of Sántorr

 

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Finally, a Tower of Sántorr is a megastructure that appears in the world as an anomaly, the creation and requirements of what is and isn’t being unknown to both the first Starforgers as well as the common world as well. Instead, these towers seem to form out of anything, including the tallest tree in a forest, a guard tower in a city, or even the highest hill in the countryside. As a result finding one is near impossible without some form of supernatural aid, and creating one is an even more impossible task. However it’d seem in times of dire need that these towers in one way or another reveal themselves.

 

Heartfire

(Click me for link to the old lore)

 

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In the ancient realms of Adunia and the Highlanders, there existed a magic known as Heartfire—a divine gift bestowed upon mortals by Thrønn, the Impartial. This sacred flame, drawn from the depths of one's own essence, held the power to ward off evil, illuminate the darkness, and bestow protection upon oneself and allies.

 

At its core, Heartfire was a manifestation of the inner vitality and resilience of the human spirit. Practitioners of this magic could wreath themselves in an ethereal flame, warding off the chill of the night and repelling malevolent forces. Additionally, they could extend this protection to objects and weapons, imbuing them with the same divine light.

One of the most profound abilities granted by Heartfire was the capacity to heal and restore vitality. By stoking the flames within themselves or others, practitioners could close wounds, neutralize poisons, and cleanse the body of toxins. However, this power came at a cost—as the inner flame was spent, so too was one's own vitality.

 

To replenish their strength, Heartfire users would seek solace in the warmth of fires, drawing upon their radiant energy to restore their vigor. They could also kindle the flames within others, returning them to a state of health and vitality.

 

Yet, the misuse or overuse of Heartfire carried dire consequences. Excessive expenditure of the inner flame could lead to a darkening and brittleness of the body, akin to a tree consumed by fire from within. This ashen decay would start at the extremities, causing numbness and brittleness, and if left unchecked, could result in catastrophic consequences.

 

In Old Aegis, Adunic and Highlandic wanderers and monks who revered the Old could utilize this power for true goodness. Heartfire could not harm God’s creations: only those of Iblees, of the Night, that shy away from lightness. Lost to time as the Adunic identity shifted, it was once restored in Anthos, and used to face the wraiths and liches around Mali’nor. It has since faded once again into time, receding into obscurity and esoterism.

 

People who worship the Old Faith however have eyed templarism with some curiosity. The magic of Malchediael looks to those who remember, or have heard, of Heartfire as a successor of sorts. Some speculate Malchediael is the reflection of Thrønn to those righteous of heart, manifested, and the relationship is a positive feedback loop for righteousness, fervor, and glory-seeking.

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((damn this is a blast from the past))

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2 minutes ago, yopplwasupxxx said:

((damn this is a blast from the past))

 

(( Yeahhh. I hopped back on, went through my old posts, and having wrote the Old Faith in the way way back, and being much older now, I wanted to modernize and refresh the lore, bring it up to speed with events, and make it applicable to the game again. It was never meant to be a main stream religion, and it always fit oddly in the lore during the wild wild west days. So now I'm hoping it remains esoteric, while still being appreciable, and playable, for those interested.

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2 minutes ago, KidKrinkles said:

 

(( Yeahhh. I hopped back on, went through my old posts, and having wrote the Old Faith in the way way back, and being much older now, I wanted to modernize and refresh the lore, bring it up to speed with events, and make it applicable to the game again. It was never meant to be a main stream religion, and it always fit oddly in the lore during the wild wild west days. So now I'm hoping it remains esoteric, while still being appreciable, and playable, for those interested.

((Good luck with the revamp and here's hoping you can get Heartfire magic re-accepted if you plan on doing that. I used to play a Heartfire cleric back in Anthos on my Elendil and it was a super fun time. Regardless, glad to see this being brought back from the LotC crypt for newer audiences.))

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2 minutes ago, yopplwasupxxx said:

((Good luck with the revamp and here's hoping you can get Heartfire magic re-accepted if you plan on doing that. I used to play a Heartfire cleric back in Anthos on my Elendil and it was a super fun time. Regardless, glad to see this being brought back from the LotC crypt for newer audiences.))

 

(( I have no intentions as of yet to try to write magic. I'd love to see Heartfire brought back in such a way. But magic has gotten largely more robust and unique, and Templarism has the flavor that Heartfire had now, so I can imagine between that and fire evocation, carving a unique-feel for it to be pretty difficult. I'd rather temper my expectations and acknowledge it as something that was rather than something that will be again. That said, if there's interest, I'll explore it for sure.

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There are no Pagans in Numenost, Kathleen

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OLDHEADS WE ARE SO BACK!!!!!!!!!!!!!!1111 

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