Faith Beyond the Fall
In the aftermath of the Long Fall, the remnants of humanity found much of their faith in tatters. With the appearance of monstrosities in the sky and lurking in the shadows, it seemed that the old ways and beliefs were dead.
Yet, as humanity endured and adapted, so too did the devotions in their hearts and minds. They found new spiritualities to believe in or old ones to recover.
Institution Faiths
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Iglesia Solar, Redeemers, Solarites/Solaria
OVERVIEW: Primarily known as the Iglesia Solar, the Church of the Redeemed Sun is a faith focused on charity, selflessness, and meditative prayer. Dedicated to several solar divinities, it has become a philosophical and spiritual religion that is focused on self-improvement and contemplation. Many scientists and engineers subscribe to it and are contributors to the church as an organization. Indeed, it is their contribution and their civic minded advances that have won them many adherents among the peoples of the Caribbean and the Illustrados.
As per the written Visions of “Santo Rivero”, the Church is guided by five Wildling Whispers. Each is a reflection of a syncretized figure from the old mythos of the region. They also inspired the five Solaric Virtues and the five Solaric Sins. Though the Church worships them as a whole, each has its own specific portofolio.. Most folk dedicate themselves to one of the Icons.
— Auroral Serpent: As a two-headed feathered serpent with a sun in its mouths, this Whisper controls winds, water, earth, and flames. He is associated with Harmony.
— Burning Gate: An intermediary between humanity and the eldritch. Those who look unto infinity are reminded of humanity’s insignificance and the folly of the self. He is associated with Humility.
— Giving Star: Brought warmth, and agriculture to humanity so he is associated with maize or similar crops. Through him, folk were able to prosper and thrive. He is associated with Charity.
— Lucent Crown: Enthroned on a mountain and wielding cosmic power, he created celestial bodies, animals, and humanity, bringing light and balance to the world. He is associated with Inquiry.
— Radiant Eagle: Associated with bravery, fierceness, and rulership. Though he used to be a divinity of kings, he is now a Whisper associated with Loyalty.
SYMBOL: A stone sunburst surrounded by 5 stars or circles. Many Solarites carry a sun themed medallion with at least 5 large beads, representing a Tenet. Shrines feature clay statues or graven images of a Solaric Icon.
SHRINE TYPES: Hallowed Shrines built to the Iglesia Solar are varied according to Solaric Icon that it is built to
— Auroral Serpent: Ancestral, Storm
— Burning Gate: Ancestral, Deep
— Giving Star: Pyre, Verdant
— Lucent Crown: Ancestral, Verdant
— Radiant Eagle: Primal, Pyre
TENETS: Below are the commandments of the Iglesia Solar, which follow their philosophical and contemplative perspective of the world.
— Charity/Caridad: The Sun is radiant and ever giving. So should it be that we too give of ourselves to those in need.
— Humility/Reflexion: Just as the Sun reflects and illuminates all, so too must we reflect and study our memories and surroundings to see the truth in things and beyond ourselves.
— Inquiry/Curiosidad: New and old sciences await our minds in the darkness of ignorance. We must seek them out through study and learning.
— Loyalty/Pureza: A Solarite is beloved of family and of friend, seeking to protect them against harm and nurture them to greatness.
— Harmony/Templanza: In deed and in word, a Solarite must be measured and balanced in their efforts.
SINS AND ATONEMENTS: A sin in the eyes of the Iglesia Solar is a stumbling block against redemption and enlightenment. They also represent the baser natures of humanity that must be overcome in order for societal and spiritual harmony. Atonement for committing a sin is usually in the form of guided meditation at a monastery or a campus, though actual crimes against society and humanity are given up to the authorities. Some fringe sects of the Iglesia suggest self-flagellation, meditative starvation, or similarly extreme practices.
— Apathy/Desidia: Ignorance is said to be the first sin but the true wrong is continuing in it. Solarites must hone their minds with study, practice, and charity
— Desire/Codicia: While fire burns whatever it can reach, Solarites must be above all such attachments to money, power, and flesh.
— Hatred/Odio: The Redeemed Sun must avoid the poisons of hatred and of wanton violence. While one’s own defense cannot be ignored, actions must be tempered with need and caution.
— Pride/Orgullo: The Redeemed Sun is ever burning of itself. Know that there is more to the world than one’s self and that the self is but one star in a cosmos of infinity.
— Treachery/Traición: The Redeemed Sun illuminates but never blinds. So too must a Solarite avert their words and deeds from deception and oath breaking.
WORSHIPERS: The Iglesia Solar is the biggest religion of the Illustrados Union, with a few adherents and followers among the peoples of the Mid-Atlantic region.
Its worshippers are called Solaria in the Caribbean but Mid-Atlantic calls them Solarites. These pious folk tithe and attend the Church organization, which is peopled by both priests and engineers that live in their monastery-campuses. The former are ministers of rite and of people, some are skilled in healing while others are skilled in counseling or in teaching.
CLERGY: The priests and ritualists of the Iglesia Solar are a deeply civic class of people. Their campuses are not only for meditation and prayer, but they also feature universities, libraries, laboratories, clinics, hospitals, soup kitchens, and orphanages among their holdings across the Illustrados Union.
These clergyfolk are often called “La Tea” (pronounced Lah Teh-Yah), even though the term technically only applies to the second rank of the priesthood. They are just as often called Redeemers in Mid-Atla due to their philanthropic work.
LEADERSHIP: The Sinodo del Sol (the Solar Synod) provides the leadership of the Iglesia, whether in their headquarters on the Yucatan Peninsula, on the Illustrados islands, or even far afield in Mid-Atla. The five individuals that make it up deliberate and decide on Iglesian policy, on Iglesian dogma, and on major tribunals. These Espejo del Sinodo (eng. “Mirrors of the Synod) are led by one of their own, called an Arbitro who administers discussion and debate, only lending their vote in ties.
The current Arbitro del Sinodo is Alphonso Aguilar del Espejo, a Psion respected for his prudence and his skill in Talismanic magics. While politically neutral, he is known to be of the Lucent Crown Order - they focus on the implementation of the new sciences over the veneration of spirits.
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Awakened, Avatara, Wakers
OVERVIEW: The God-Empress is described in the myths and the scriptures of the Temple in many different ways. Regardless of Her form, she is an entity of boundless love for humanity, even at their worst and their most proud. In some texts, she is a many-armed and many-eyed humanoid goddess. In others, she is a sinuous, serpentine dragon wreathed in clouds and in glory.
However, despite her feelings for humanity, Her power and aspect is beyond the reaches of human imagery. Many scriptures described Her as a veiled, hooded figure whose true presence would shatter the minds of any who looked upon it -- even her Chosen Children.
Because of this, the Temple usually draws Her symbol as such: two Equilateral triangles, one inside the other. The outer triangle radiates power and is encompassed by a runed circle.
SYMBOL: The Oracle-Ziggurat -- the Hallowed Ziggurat of the Templars.
SHRINE TYPE: Hallowed Shrines built to the Temple may be of the following -- Ancestral, Deep, Primal
TENETS: Below are the primary commandments of the Templars, though in truth, the Awakened rely more on the Sins to guide their actions.
— The Tenet of Supremacy: The God-Empress is All, let no one stand against Her or her Temple.
— The Tenet of Nurturing: Humans are the Children of the God-Empress and the Templar are Her Chosen. The Templar must protect, instruct, and hone Humanity for the Last Reaping.
— The Tenet of Purging : The Human Race must be nurtured but the Final Ravening will soon be upon us. Those who defy the Temple or work with the Abyssals must be left behind.
SINS AND ATONEMENTS: The following are the Archsins -- crimes and misdeeds that are punishable by the Temple. Atonements for these sins are given by a presiding judge, usually a cleric of sufficient stature provided that the necessary punishments or mortifications are served.
— Blasphemy is committed when an Awakened defiles a holy object or speaks profane of the God-Empress or her Oracle-Avatar.
— Defilement is the unlawful destruction of other Wakers’ property or using unlawful methods to destroy one's own property.
— Heresy is committed when an Awakened directly goes against the authority of the God-Empress and Her Oracle-Avatar.
— Malfeasance is the unlawful harm or slaying of another Templar. This includes psychic and physical injury including soul-binding and illicit torture.
— Malifica is illicit magic-use. Magic is the gift of the God-Empress and Awakened who wield it must be mandated by the Temple or be servants of the God-Empress herself.
— Perjury is when an Awakened breaks a holy oath or lies to the Temple.
WORSHIPERS: Faith in the Shattered Mother is the Templar’s state religion. While joining the faith is not a requirement of Templar society, its tenets inform state policy and higher offices are often Enkindled in this faith. Thus, the Templar Archfaction are the main worshippers of this faith. However, it does have adherents beyond the Templars themselves, among the Cartel and other smaller communities in Mid-Atla.
Worshippers are call themselves the Awakened although outsiders have been known to colloquially call them “Wakers”.
CLERGY: The clerics and priests of the Temple are collectively called “the Archonate”, though they do not always directly serve the Archons of their Conclave. Sorcerous abilities are a requirement for the Archonate, be they inborn magicians or forged through an imbued Stigmata.These religious folk serve as spiritual guides and ritual leaders for their communities when it comes to official Templar dictum. Among the theocratic Skull and Talon Conclaves, the Archonate serve supervisory and even governing roles depending upon their rank and position.
In communities where the Templar faith is but one of many, the Archonate are leaders of their people but they do not claim to command any religious respect where secularism or heathen faiths have sway. Still, the concentrated support and training available to Archonate members allow them perspectives or even education that is worthy of a leadership or guidance role.
LEADERSHIP: The Templars and Awakened are led by the Oracle-Avatar, who is both religious and secular leader of their people. They task the faithful toward the defense of humanity and the exaltation of their God-Empress. However, their direction and their dictum tend toward infrequency and toward general practices, allowing their subordinates a measure of free rein. This is made all the more true by the crippling injuries they suffered from their sorcerous battle against the Harbingers.
Directly beneath the Oracle-Avatar, the Talon-Archon and the Skull-Archon are the leaders of their Conclaves in matters of faith, battle, and civics. The Carmine Conclave differ from their brethren in their own separation of church and state. The wealthy Cabals are expected to serve the Archonate clergy and the Carmine-Archon within the Conclave (who in turn, serve the Oracle-Avatar).
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Chanters, Straken, Desolationists
OVERVIEW: The primary religion of the Hellhounds, this is a raucous and bloodthirsty faith that extols its followers to brutal battle against the horrors of the world and savage celebration of their war-like gods.
The cult of the Desolation focuses on the strange receivings from the “Ancient Thunders” via their Altar of Airs and the Motorgangs’ raucous chants from said divine messages. Most of the faithful sanctify themselves especially to one Thunder while venerating most (if not all) of the others.
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— Aurelion, the Golden Lightning: the Thunder of Glory and Feasting. Worshiped by glory hounds, singers, and farmers
— Executrix, the Paragon of Pain : the Thunder of Torment and Crucibles. Worshiped by torturers, teachers, and desperate students.
— Fenhogg, the Howling Devourer: the Thunder of Bloodlust and Beasts. Worshiped by hunters, cannibals, and animal handlers.
— Malpharin, the Unshackled: the Thunder of Chaos and Willpower. Worshiped by chemists, “fools”, and those out of luck.
— Metalurge, the Ever Burning: the Thunder of Pyroclasm and Steel. Worshiped by metalworkers, arsonists, and medics
— Severgut, the Monarch of Scales: the Thunder of Power and Dragons. Worshiped by misers, lorekeepers, and inventors.
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Some of the six Thunders’ followers have been driven from Hellheim in weakness and in exile when they chose not to fight against the Harbingers.
SYMBOLS: Six thunderbolts striking the same point from above. Some symbols will have four bolts instead or will feature a henge-like structure that they are striking from above.
SHRINE TYPES: Hallowed Shrines built to the Desolation are varied according to the Ancient Thunder that it is built to:
— Aurelion: Pyre, Verdant
— Executrix: Deep, Primal
— Fenhogg: Primal, Pyre
— Malpharin: Deep, Storm
— Metalurge: Ancestral, Verdant
— Severgut: Primal, Storm
TENETS: Below are the primary commandments of the Chanters.
— Let all fear the Ancient Thunders and offer blood sacrifice to their ever hungering grasp
— Blood, Battle, and Benediction- never let a day go on without one or all of these
— The Thunders reign from the highest heights -- reach beyond yourself through training, power, and triumph
ATONEMENTS AND SINS: Below are the sins and heresies most hated by the Desolation. Redeeming one’s self after publicly committing these requires contrition from the high priests of the faith or a victory great enough to atone for the misdeed.
— Apathy: Passion and Mastery pleases the Thunders. Apathy does not. Battle, Build, or Train but do not wallow in your incompetence.
— Cowardice: Foolhardiness is not praised by the Desolation, but the Thunders despise Cowards and the Cravens even more. Monstrous horrors and masterful foes are meant to be vanquished in the Thunders’ name.
— Hubris: Pride and strength are not sins against the Thunders, but these can easily lead to Hubris if unchecked by piety and wisdom. The Desolation demands that a Chanter know the Thunders’ place above them and that they are owed blood, benediction, and battle.
WORSHIPERS: The Hellhound Motorgangs are the prime worshippers of this faith. However, it may have filtered unto other Free Tribes, especially the Packhunters and the Scavvers. Though some scholars call them “Desolationists”, the faithful prefer the simpler term of “Chanter” or “Straken”
The banished Motorgangs still worship, of course. But they are not allowed to return to the Altar of Airs on pain of death.
CLERGY: Those who take the chains and the hooks of the Desolation must do so under the tutelage of a an established Thunder Priest or go to the Altar of Airs and study with the Daemonium. Tradition holds that Thunder Priests maintain and celebrate the various rites of the Desolation, leading and instructing the faithful according to what the Thunders demand.
Much like each pious Straken, a Thunder Priest chooses a specific Thunder to venerate and follow. These clergyfolk follow with that Thunder’s aesthetics and values, over the others. For example, Baal the Havoc Sun follows Severgut, the Thunder of Power and Sorcery. Like his Draconic god, his leather jacket is adorned with scales and he himself is covered in serpentine and lightning tattoos.
While killing clergy is just as sanctioned as slaying another Hellhound, they are given deference, even by the most vicious of warchiefs or battle captains. Not only are many Thunder Priests expert mechanics or Arcanists, but the blessing of the Thunders is believed to bring victory even to an ill-timed hunt or a misfortunate raid.
LEADERSHIP: This faith is spearheaded by the Daemonium, a loose religious order of gnostic Desolationists -- all would be Thunder Priests study, train, and are tested here, regardless of their political leanings. At the Altar of Airs, the six Storm Prophets act as the divine speakers of their specific Thunder.
As it stands however, only four of the Storm Prophets are present in the Daemonium -- the two in exile, representing the Thunder of Chaos and the Thunder of Glory have yet to choose a new Storm Prophet after the massive schism that split the Motorgangs in twain.
— Azmoz Thundersplit prophecies for Pyroclasm.
— Lilith Shadowlust prophecies for Torment
— Baal the Havoc Sun prophecies for Power
— Rukka “the Harlot” Stumblefoot prophecies for Chaos
Storm Prophets in Exile.
— Zeen the Banshee King prophecies for Glory
— Skarn with Hungry Fangs prophecies for Bloodlust
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Axiomites, Axies
OVERVIEW: The Graelguard believe in the Axioms, a code of conduct and a philosophy that guides their actions and their purpose. Unlike most other faiths, it is without god, deity, or even spirit. Instead, they pray and they meditate on virtue, valor, and sacrifice with a fervor that matches the zealots of the Templar and the Chanters.
SYMBOLS Five horizontal lines of increasing length, similar to a stairway leading upwards.
Alternatively, five lines intersecting upon a single axis. Sometimes, it is five swords, spears, or maces.
SHRINE TYPES: Hallowed Shrines built to the Axioms may be of the following: Ancestral, Primal, Pyre
TENETS: Below are the tenets of the Axioms, sometimes called the Axiomatic Virtues.
— Courage: Face obstacles and adversaries without fear. Tackle difficulties without surrendering
— Charity: Show mercy to those who deserve it. Grant compassion to those who need it.
— Clarity: Speak no lie. Know the truth of what is around you.
— Courtesy: Remember your place in the world. Grant those around you, below you and above you the respect they are due.
— Covenant: Remember the ties that bind you- Blood, Allegiance, and Faith. Keep oaths and vows that you have sworn.
SINS AND ATONEMENTS: It is often written within Axiomite meditations that these seven Axiomatic Failings are the common paths with which a righteous individual may fall into ignominy and dishonor. Redeeming one’s self from a failing is a constant struggle through which all Axiomites must persevere. Atonement for a Failing is done through the self, although the ramifications of their actions must go through the proper channels.
— Avarice: Described as immense attachment to and desire for wealth and possessions.
— Despair: Characterized not only as hopelessness, but also as apathy against improvement or labor.
— Envy: Hatred for one’s allies and disdain for their accomplishments.
— Gluttony: This is overconsumption and intemperance, not only of food, but also of one’s passions.
— Lust: This is a base, intense longing for flesh, for bloodshed, and for power.
— Pride: This is an attachment to one’s personal standing and self importance.
— Wrath: This is an imbalancing anger and hatred for others that affect one’s perspective.
WORSHIPERS: Followers of the Axioms generally do not announce themselves, since this is largely an internal struggle against one’s self as opposed to the commandments of a divinity. When they must self-identify, they call themselves Axiomites. They dislike the term, but they are colloquially called “Axies” by others.
CLERGY: Unlike most other faiths, the Axioms do not have clergy. Worshippers of this philosophy are both clergy and follower, guiding each other toward the impossible goal of perfection.
An Axiomite that has accrued a following because of their reputation, their wisdom, and their experience is often called an “Axiomatic Sage” or “Axomatic Dhruva”.
LEADERSHIP: This faith has no religious leaders per se, although a few gnostic individuals have achieved a reputation for being its paragons and are sought after for their counsel.
— Lord Valeria Arcturius the Solemn was one of the Praetor Generals of the Grailgard and an old hand even among their prestigious ranks. With her reputation as a warrior-scholar, Valeria Arcturius is often sought out for her wisdom and her perspective in Axiomite matters. As a “Dhruva”, she is often seen as the last word when it comes to Grailguard tradition.
— Ser Heimdellan the Hammer is a Metabionic Grailguard with a strange reputation of being both a renegade of order and a paragon of justice. He is one of the Knights Errant, touring the land and righting wrongs personally with his warband and their allies. Though his relationship with the Praetorian sect of the Grailgard is a strained one, even they acknowledge his words and his actions as being within the Axioms. His sermons and his deeds are studied by Axiomites of all dispositions.
— Magthani Rengala of the Azure Tome comes from the wizardly Tomekeepers of the Grailguard. He is a student of many different philosophies and worldviews. One of the foremost scholars of old world theology, he views and speaks of his faith in a pluralistic and open-minded sentiment. Most of this Psion’s sermons and lessons are said to be infuriating to the direct and forthright Grailguard.
The Whispers of the Wild
Sometimes called the Wildling Whispers or the Whispers, these are a variety of animistic or spiritual faiths that have proliferated independently across the World Beyond the Fall. Some have roots in the ancient indigenous traditions of the old world, though few have survived the Long Fall intact and unchanged. Others have popped up on their own spurred on by new superstitions and beliefs of a new eldritch reality.
The spiritual entities that make up the worship of a community may also be called a “Whisper”. These tend to eschew physical forms, appearing to the faithful in omens. Some may deign to appear in the form of a special animal or an unbodied voice. Rarely, they may even possess a willing priest of their faith to speak their will to a pious congregation. The true nature of a Whisper is currently unknown. Some believe that “Whisper” is actually an erroneous designation for different entities. Others posit that the Whispers are the benign versions of the Abyssals or simply benign spiritual entities rather than the harmful or bestial ones that are more often encountered.
Most Whispers tend to follow one of the five types below: the Bloody Fang, the Death Taker, the Clever Trickster, the Verdant Tree, or the Sacred Ancestor. There are other types of Wildling Whispers or even subtypes among the ones established here -- Players may submit these to Staff for approval.
Take note that these are general types -- for example, a Hallowed Shrine erected to the Bloody Fang will not serve all faiths of that type, only the specific Bloody Fang faith that raised that Shrine.
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OVERVIEW: The Bloody Fang describes those types of Whispers that celebrate the red-toothed, mess-muzzled aspects of the wilderness. They revere the wolf spider, the prowling puma, and the screaming eagle. These Wildling Whispers sing of strength, of tenacity, and of relentlessness.
At their absolute worst, the followers of these Whispers are brutal butchers or savage beasts. They can be little more than ravenous animals on two legs that must be wiped from the earth before they kill more people.
For most adherents of the Blood Fang however, it represents a triumph of strength and determination against a world of horrors and hazards. These individuals are warriors, hunters, frontiersfolk, and nomads that have survived and thrived against the wilderness. Moreover, the Pack-Hunters that follow this Whisper also prize cooperation and survival of their group over individual efforts and victories.
SHRINE TYPES: Hallowed Shrines built to the Bloody Fang may be of the following --Primal, Storm, and one other Type.
SYMBOLS: Fangs, teeth, or a raised weapon are common symbols for this faith. Their Shrines are adorned with trophies taken from their hunts and battles.
TENETS: Below are the commandments and tenets that these Whispers demand. Some may have more, but these are universal to the Bloody Fang.
— The Pack is All: Moreso than physical strength is the strength of the pack. To be alone is to die -- where the pack, the pride, and the flock can thrive, all may survive.
— Might makes Right: In the red-toothed wilderness, the deceptions and complications of society fall away. Only strength of muscle, mind, and willpower matters when the world comes for you.
— The Eternal Hunt: Every day is a new struggle for food, for warmth, and for survival. Remember this not only when you track your prey but also when you yourself are being hunted.
SINS AND ATONEMENTS: Among the many strains of the Bloody Fang, one sin is universal.
Softness -- To be soft and infirm is to slow the pack and become prey. Not all infirmity is softness and not all softness is infirmity, but some ancient Pack-Hunters choose to walk into a blizzard than condemn their Pack with their antiquity.
Atoning for Softness or Weakness is sometimes as simple as training or conditioning one’s self beyond one’s own inability. In other times however, such an “Atonement” requires ritual supervision by the clergy of the Bloody Fang through the implementation of severe methods or even through “live practice” using captured or coerced beasts.
WORSHIPERS: The followers of this type of Wildling Whisper commonly hail from the Free Tribes, particularly the Pack-Hunters. However, it is also known among the nomadic Dustriders from their southwestern journey. The Templars know of this faith as well as some of the fringe and frontier communities in their territories follow the Bloody Fang’s precepts.
CLERGY: Occasionally called Fang Priests, Shamans and Speakers-to-Whispers of this faith are known not only for their wisdom and their guidance, but also for their strength and martial prowess. Some Fang Priests are the strongest of their people and masters of the hunt but not all are so blessed. Others may not be the strongest of their community, but their wisdom, their skill, and their prowess makes them respected.
In battle and in hunts, they pray for strength and guidance. They may even lead such activities or simply lead the rites that come after. Outside such physical acts, they shepherd their people toward the tenets of their faith or augur omens and tidings.
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OVERVIEW:The Clever Trickster is featured in many mythologies and religions. These divinities upend order, cause trouble, and perform pranks. Some of these feats are beneficial to humanity such as giving them secret knowledge or a new tool. Others are detrimental, sometimes to the Clever Trickster themselves.
SHRINE TYPES: Hallowed Shrines built to the Clever Trickster may be of the following -- Deep, Storm, and one other type.
SYMBOL: Smiling masks, dice, fox faces, or similar animals associated with cunning and trickery are the usual symbols for this faith.
TENETS: Below are the commandments and tenets that these Whispers demand. Many of the different varieties of the Clever Trickster faith choose at least two of the Tenets below:
— Bring Chaos to Order: The status quo is the perfect canvas for the Clever Trickster’s artwork. Vandalism, vigilantism, to outright revolution - these are the brushes that can be used to do one’s work. Most followers try to work so that people are not hurt and killed by their tomfoolery, but there are criminals who let their plans go awry and kill the innocent. For these folk, there is little amusement for the Clever Trickster.
— Be bold and drink deep from the cup of life: Safety is stagnancy. Risks must be taken and opportunities grasped. At the same time, triumphs must be celebrated and vices indulged. These individuals are the type to carouse after incredible victories or attempt dangerous gambles.
— Amuse the Clever Trickster: For some varieties of this Wildling Whisper, the amusement of the patron is of immense importance. Adherents are expected to work toward mimicking or even surpassing the feats of myth and legends. In addition, those who reach for the skies and fail may still amuse their patron.
— Create beauty and inspire emotion: Some aspects of this Whisper expect their followers to evoke passion and feelings from everyone around you. Pranks can inspire laughter or anger, but music and artwork can motivate others toward greater things or push the reluctant against the status quo.
SINS AND ATONEMENTS: Below is the sin considered by the Clever Trickster to be the most damning.
Mundanity: The greatest sin one can commit is being boring. From their followers, the Clever Trickster demands chaos and change. This doesn’t necessarily mean a change to the environment or an upending of the current order, but also internal change. This can mean something as simple as self-improvement but it can be something like self-deprecation or misfortune, especially if it is amusing to the Clever Trickster.
Atoning for these Sins requires forgiveness from the Whispers themselves via their Chaos Priests. Each community has specific actions that their clergy has the contrite perform to gain the Whisper’s favor, such as a precious sacrifice or a Delve with an objective that matches the Priest’s desires. Take note that some sins may be beyond the Whispers’ redemption.
WORSHIPERS: The Clever Trickster is not a common faith for most settlements, especially considering its emphasis on instability and strife. In fact, many of its followers usually find themselves exiled or outcast from their communities if they are caught performing the more criminal tenets of their faith. Thus, its usual adherents are more mobile folk such as the Scavvers, and the Pack-hunters. In particular, the Tommy Caravan and the Devil Cats are faithful followers of the Clever Trickster.
CLERGY: Shamans, Speakers-to-Whispers, and other clergyfolk that guide the worship of these Whispers are called Chaos Priests or Dice Priests. They oversee rites and ceremonies like other Priests, except that there are occasionally gambling, inebriation, or similar “vices” in these proceedings. If one cannot tell whether a rite is a debauched bacchanal or a sacred ceremony -- they might be looking at a rite to the Clever Trickster.
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OVERVIEW:These Whispers are given veneration and worship because of their importance to a person’s afterlife and a desire for the wellbeing of their own soul (and/or loved ones’ souls). Sometimes, a Death Taker is worshipped because of a debt to them or because they have traits that their faithful wish to personally embody.
For the most part, Death Takers are somber and grim entities. Many of them are shadowy figures or creatures associated with death. While a few are murderous and bloodthirsty, most are aspected with death as opposed to causing it. Indeed, some Death Takers actually bring rest and repose to the soul instead of consuming it.
SHRINE TYPES: Hallowed Shrines built to the Death Taker may be of the following --Ancestral, Primal, and one other Type.
SYMBOL: The scythe, the skull, or a gravestone are common symbols for Death Takers. Also common are animals that are associated with death such as owls or ravens, depending on the myths and cultures involved.
TENETS: Below are the commandments and tenets that these Whispers demand. Many of the different varieties of the Death Taker faith choose at least two of the Tenets below:
— Respect the cycle of life and of death: This means sending those who defy Death into the Death Taker’s judgment (or in some cases, stomach) -- these defiers are usually abominations of unlife or those who propagate such monsters. Thus, some Death Taker faiths have a great dislike of Grafted individuals and Necrotheurgists. This might also mean never killing unless absolutely necessary.
— Prepare for your death: Live a life of virtue and piety, respecting those who need respecting and adhering to the rules of one’s community. This also means never acting in haste, unless the time is right for such things. Life is to be lived, not rushed through.
— Keep the memory of the dead: Many Death Takers are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet may also mean being respectful to every creature that is slain, both friend and foe.
— Record and enjoy the last moments of a creature’s life: These are for faiths where the Death Taker is a part of killing and slaying. For these macabre religions, pain and fear bring joy to the Death Taker. Such Whispers and those who follow them are shunned by most communities because they often turn their appetites to nearest non-believers.
SINS AND ATONEMENTS: Below is the sin considered by the Death Taker to be the most damning.
Obstruction: For most Death Takers, preventing them from taking what is their due and disrupting the cycle of death and life is the greatest of Sins. Certain greater Necrotheurgies, soul-destroying magics, or similar acts are examples of such Sins. Even those Death Takers that allow or encourage Necrotheurgy consider the theft of the souls/tribute from them to be the greatest of offenses.
Atoning for these Sins requires forgiveness from the Whispers themselves via their Priests. Each community has specific actions that their clergy has the contrite perform to gain the Whisper’s favor, such as a donation to the community, a spiritual journey to appease the Whispers, or precious sacrifice. Take note that some sins may be beyond the Whispers’ redemption.
WORSHIPERS: The followers of this faith are found among the Pack-Hunters, Dustriders, and even Scavvers. For these folk, the Death Taker is known as the Pale Wolf, the Nightseer, or any other incarnations -- it is a taker of souls and rest for the beleaguered. Folk with a grave respect for life seek out the Death Taker and sometimes, people who are killers by trade do so as well.
CLERGY: Shamans, Speakers-to-Whispers, and other clergyfolk that guide the worship of these Whispers are sometimes called Death Priests or Fate Priests. These individuals preside over funerals and births. Depending on the community, they may also serve as healers to delay death from the faithful and lorekeepers, recording the lives and deaths of their people.
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OVERVIEW: The Wildling Whispers of the Sacred Ancestor type refer to those spirits or deceased individuals that are either revered ancestors or celebrated heroic figures of their faith. Above all else, followers of these Whispers venerate specific values and virtues that an individual has showcased as worthy of emulation.
SHRINE TYPES: Hallowed Shrines built to the Sacred Ancestor may be of the following -- Ancestral, Deep, any one other Shrine Type
SYMBOL: This faith primarily features a family’s sign, symbol, or heraldry in their shrines and in their holy symbols. Some of these faiths and cults focus on a specific action or feat that the ancestor or hero is known for, such a sailboat if the ancestor was known for their seafearing travels or a sword-hilt if the hero is celebrated for their fighting skill.
TENETS: Below are the three tenets that are usually found among the Whispers of the Sacred Ancestor.
— Ancestral Values: The feats and deeds of the Ancestor or Hero created a wondrous legacy worth following. Thus, their heritors and descendants must emulate their virtues and values accordingly.
— Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for these Whispers. For some groups, this means blind obedience while others favor a more measured reverence.
— Filial Devotion: Reverence for family and family ties is a big part of many Ancestor Whispers. For these faiths, preserving and protecting one’s family members is core to one’s actions and motivations.
SINS AND ATONEMENTS: Below is the sin considered by the Sacred Ancestor to be the most damning.
Impudence: Adherence to the guidance of one’s ancestors, elders, and the natural order, is important to the people of this faith. Failing to do so can be done through verbal disrespect, selfish behavior, or acting directly against the family. Just as bad is disrespecting or dishonoring the ancestor or hero at the heart of this Whisper, through one’s words or by defiling a shrine.
Familial Elders and the Clergy of these Whispers are in charge of redemption and contrition for those that they feel have committed wrongs against the natural order. Those that they feel can still be redeemed are tasked with menial or humiliating labours until they believe that “a lesson is learned”. However, true redemption may be deemed worthy for those who save their family members from harm or the entire group from doom.
WORSHIPERS: Usually, this faith is followed by a family unit or an entire tribe or community. It exists primarily to showcase the esteemed virtues of their ancestor or hero and to guide the faithful along that path.
This is a common Whisper among the Free Tribes, moreso among the Cartel and the Scavvers than the Pack-Hunters and the Dustriders. Despite this commonality, the various cults and faiths that follow this type of Whisper vary wildly among each other. This is primarily due to the vast diversity between the ancestors or heroes that are worshipped by each individual Whisper cult or priesthood.
CLERGY: Some cults of these Wildling Whispers do not have a priesthood per se. The elders of their family, specifically the main patriarch or matriarch, lead the group both in matters of faith and order.
However, for larger communities and faiths, priesthoods form around the personality and the virtues of the ancestor or hero. They may wield cherished relics or ancestral remnants. These individuals serve as ritual leaders, guiding their people through rite and song.
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OVERVIEW :The Verdant Tree is a Wildling Whisper that speaks to a parental, nurturing power within the wilderness. It celebrates this restorative and adaptive spirit, praying for its aid and thanking it for its power. Among some peoples it is not a tree, but a river, a mountain, a specific plant, or a similar natural feature. For others, it is a figure of worship that must be appeased with plant or animal sacrifices for its blessings to continue.
SHRINE TYPES: Hallowed Shrines built to the Verdant Tree may be of the following -- Ancestral, Verdant, and one other Type
SYMBOL: A living tree, a winding river, or a verdant cornucopia are common symbols for this faith
TENETS: Below are the commandments and tenets that these Whispers demand. Many of the different varieties of the Verdant Tree faith choose at least two of the Tenets below:
— Cleanse the Corruption: The world has been blighted by horrific magics and human hubris. As a result, not only must the followers of these Wildling Whispers revere the animals, plants, and places of the wild but they must also attempt to cleanse fell magic or vile corruption wherever they find it.
— Filial Devotion: In the myths and stories of these Wildling Whispers, humanity is the scions of deific or spiritual parentage. As a result, respect and reverence of parental and other filial figures becomes a core responsibility for these Whispers’ followers. Such is the sanctity of the familial unit that these faiths require that all be set aside to ensure the happiness and health of one’s family.
— Mercy and Compassion: Just as the spirits show mercy, so too must the followers of these Whispers show kindness and compassion to others, even those outside of their community or faith. Food and medicine are offered to those in need.
— Sacrifice the Harvest: Many faiths who follow this type of Whisper offer part of their Harvest and/or their Hunt to the spirits, in thanks or in fear. These tithes are either left out for animals, buried into the ground, or ritually burned.
SINS AND ATONEMENTS: Below is the sin considered by the Verdant Tree to be the most damning.
Disrespect: Disrespecting the Wildling Whispers comes in many forms, be it in wastefulness, in prideful hubris, in cruel acts, or through the betrayal of one’s family. It is a sin against the main values of the Verdant Tree and the members of its faith most of all.
Atoning for these Sins requires forgiveness from the Whispers themselves via their Green Priests. Each community has specific actions that their clergy has the contrite perform to gain the Whisper’s favor, such as a donation to the community, a spiritual journey to appease the Whispers, or precious sacrifice. Take note that some sins may be beyond the Whispers’ redemption.
WORSHIPERS: The followers of this faith are found among the Pack-Hunters, Dustriders, and even Scavvers. For these folk, the Verdant Tree is known as the Great Mother or the River Spirit -- it is a bringer of fortune and wellness, especially during times of hardship.
CLERGY: Shamans, Speakers-to-Whispers, and other clergyfolk that guide the worship of these Whispers are sometimes called Green Priests or Green Mothers/Fathers. In their communities, they are not only ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb. Alternatively, these folk may also lead their people when it comes to agricultural or hunting rites or processes.
Specific Wildling Whispers
The Whispers below are from specific tribes, caravans, families, and motorgangs. Their followers are primarily from these close-knit groups though anyone may be Enkindled to them if they were willing.
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OVERVIEW: : The Dweller’s form is vague and shadowy, but is often multi-limbed and multi-eyed, like a titanic devilfish or squid. Charioteers pray to the Dweller so that storms and monstrosities pass them by without harm. Followers of the Dweller also ask that their souls be taken to their true destination instead of drowned in the depths and devoured by monstrosities.
SHRINE TYPES: Ancestral, Primal, and Deep
SYMBOLS: Tentacles from beneath surging upward, grasping an orb (which can also be a sun or a moon, depending on artistic/factional differences
— Tenet 1: Keep the memory of the dead -- Deep Priests are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe. This involves taking a part of one’s kill and sacrificing it (see below)
— Tenet 2: Sacrifice the Harvest -- The Dweller’s followers will sacrifice a small part of their catch or their loot to the Whisper. This sacrifice is more of a token rather than a thing of value, tossing it into a body of water or burying it beneath the earth. Failure to do so may cause the Dweller to take the sinner instead.
SINS: Obstruction -- Preventing the Dweller Beneath from taking what is their due and disrupting the cycle of death and life is the greatest of Sins.
WORSHIPERS: Los Cocheros, some Magistrados, and some coastal Illustrados communities.
CLERGY: Deep Priests are leaders of life and death rites in their community. They minister to births, baptisms, funerals, and marriages.
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OVERVIEW: This Whisper is both a spirit that is venerated and a calling to some folk. It is a crafter of medicine, a mender of hurts, and a salve to the soul. Individuals that follow the Forest Healer are not always healers themselves. However, most Renewers and Doctors in Sky Solace and the Patient Scriveners are Enkindled to this Whisper. When communed with, it can appear as a hunched figure in the woods or a bear made of medicinal smoke. It calls for its people to heal the land, the world, and each other.
SHRINE TYPES: Ancestral, Deep, and Verdant
SYMBOL: A wooden bear mask with a cleft nose and an open mouth. In some variants, leaves and/or twigs are growing out of it. Animancers of this Whisper feature similar Animus Crowns.
— Tenet 1: Mercy and Compassion -- Just as the spirits show mercy, so too must the followers of these Whispers show kindness and compassion to others, even those outside of their community or faith. Food and medicine are offered to those in need.
— Tenet 2: Sacrifice the Harvest -- The Forest Healer demands that some of the gathered herbs and cures be sacrificed to the forests and the spirits. These tithes are bundled in leaves and buried or left in the woods. In a way, this ensures that such herbs continue to proliferate and exist even while they help the sick.
SIN: Disrespect -- Disrespecting the Forest Healer comes in many forms, be it in cruelty, in prideful hubris, in ignoring the needy, and through the betrayal of one’s family.
WORSHIPERS: The Patient Scriveners are the main Worshipers of this Whisper, although not all do so. Also, this is not the only Whisper they venerate.
CLERGY: Bear Shamans are not only ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb.
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OVERVIEW: Outsiders often mistake the Harborfolk veneration of Papa Lonbraj as a reverence for Sammael Lacroix. There is some truth to this, as there is an outstanding belief that Lacroix harnessed powerful spirits in his rituals, even allowing them to possess him at times. For some folk, the Goodly Father and Lacroix are almost syncretized. This gave birth to the Diablerie traditions in and around Harborage. When appeased, the Goodly Father is believed to ensure the safety of the dead from defilement, improve the power of one’s spells, and cure ailments from petitioners.
SHRINE TYPES: Ancestral, Deep, and Pyre
SYMBOL: A crow or vulture skull. Sometimes an “X”is placed upon it, symbolizing Lacroix.
— Tenet 1: Be bold and drink deep from the cup of life: Safety is stagnancy. Risks must be taken and opportunities grasped. At the same time, triumphs must be celebrated and vices indulged. These individuals are the type to carouse after incredible victories or attempt dangerous gambles.
— Tenet 2: Keep the memory of the dead -- Priests of Papa Lonbraj are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe.
SINS: Obstruction -- For the Goodly Father, preventing him from taking what is their due and disrupting the cycle of death is the greatest of Sins. Certain greater Necrotheurgies, soul-destroying magics, or similar acts are examples of such Sins.
WORSHIPERS: Individuals of Harborfolk upbringing or close association.
CLERGY: The Bracken Priests are the raucous clergy of Papa Lonbraj. Some are Diabolists with the Deotheurgic Anchor. These individuals preside over funerals and births, also indulging in the “festivities”. They may also serve as healers to delay death from the faithful.
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OVERVIEW: The Grandmother Spider is a Whisper of flame and wisdom. In visions and dreams, it appears as a fiery spider with seven legs. It demands that its followers purge the land of evil and keep their hearthfires alight.
SHRINE TYPES: Ancestral, Deep, and Pyre
SYMBOL: A seven legged spider cradling a flame.
— Tenet 1: Elder Reverence -- Respect for one’s elders within the family and priests outside the family is another key tenet for these Whispers. For some groups, this means blind obedience while others favor a more measured reverence.
— Tenet 2 Filial Devotion -- Reverence for family and family ties is a big part of many Ancestor Whispers. For these faiths, preserving and protecting one’s family members is core to one’s actions and motivations.
SIN: Impudence -- Adherence to the guidance of one’s ancestors, elders, and the natural order, is important to the people of this faith. Failing to do so can be done through verbal disrespect, selfish behavior, or acting directly against the family
WORSHIPERS: The Seven-legged Spider Motorgang and related Motorgangs.
CLERGY: The elders of the Motorgang, specifically the main patriarch or matriarch, lead the group both in matters of faith and order. They oversee rites and ceremonies, blessing them in Grandmother Spider’s name.
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OVERVIEW: The Green Oak is both a philosophy and a Whisper, as led by the Archdruid of the Greanleaves. To those that view it through vision and dream, it is a verdant oak tree in the full blossom of spring. It teaches its people to reject the poisons of civilization, purge the evils of eldritch sorcery, and to embrace the simplicity of the natural world.
SHRINE TYPES: Ancestral, Storm, and Verdant
SYMBOL: A broad green leaf
— Tenet 1: Cleanse the Corruption -- The world has been blighted by horrific magics and human hubris. As a result, not only must the followers of the Green Oak revere the animals, plants, and places of the wild but they must also attempt to cleanse fell magic or vile corruption wherever they find it.
— Tenet 2: Mercy and Compassion: Just as the spirits show mercy, so too must the followers of these Whispers show kindness and compassion to others, even those outside of their community or faith. Food and medicine are offered to those in need.
SINS: Disrespect -- Disrespecting the Green Oak comes in many forms, be it in wastefulness, in prideful hubris, in cruel acts, strange technologies, or through the use of forbidden magics (Necrotheurgy and Xenotheurgy especially).
WORSHIPERS: The Circle of the Green Leaf are the main worshippers of this Whisper.
CLERGY: Led by the mysterious Archdruid, the Green Druids guide the worship of the Green Oak. In their communities, they are not only ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb.
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OVERVIEW: The Grey Chorus represents all the honored ancestors, legends, and heroes of the Tranquil Gardeners (formerly the Honest Knives). This is not a divinity that requires appeasement and worship, but the desire to honor, venerate, and make proud all those who have gone before -- whether remembered or forgotten. Candles, and incense sticks are burned to send forth one’s prayers to those resting above and gain strength for the hardships ahead.
SHRINE TYPE: Ancestral, Storm, and Verdant
SYMBOL: A table with five to ten candles
— Tenet 1: Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for these Whispers. The Grey Chorus demands absolute blind obedience to an Elder’s edicts.
— Tenet 2: Filial Devotion: Reverence for family and family ties is a big part of this faith. Thus, preserving and protecting one’s family members is core to one’s actions and motivations.
SIN: Impudence -- Adherence to the guidance of one’s ancestors, elders, and the natural order, is important to the people of this faith. Failing to do so can be done through verbal disrespect, selfish behavior, or acting directly against the family
WORSHIPERS: The Tranquil Gardeners Cartel and those Cartels that descend from them worship the Grey Chorus.
CLERGY The elders of their family, specifically the main patriarch or matriarch, lead the group both in matters of faith and order. It is they that lead and oversee various rites of life and death, with their blessing being of paramount importance.
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OVERVIEW: The Miraji speak in reverence of a powerful Arcanist from ancient antiquity. She created the Miraji people’s lineage and mastered the ways of magic - especially air, earth, fire, and water. Not all Miraji worship Harmonic Star, but she is an important figure for many Miraji. She is known to be kind to all, wise to the elemental ways, and respectful of spiritual beings (but not tyrannized by them). Much of the old ways were lost in the Withering, but the myths of her powers and wisdom have persevered through the worst of the apocalypse.
SHRINE TYPES: Ancestral, Pyre, and Storm
SYMBOL: A spiral within a four-rayed sunburst. The spiral represents infinity and wisdom while the four rays represent the elemental magics or blessings wielded by Harmonic Star.
— Tenet 1: Ancestral Values: The feats and deeds of the Harmonic Starcreated a wondrous legacy worth following. Thus, her heritors and descendants must emulate their virtues and values accordingly.
— Tenet 2: Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for Harmonic Star. For some groups, this means blind obedience while others favor a more measured reverence.
— Tenet 3: Filial Devotion: Reverence for family and family ties is a big part of Harmonic Star. For these faiths, preserving and protecting one’s family members is core to one’s actions and motivations.
SIN: Impudence: Verbal/physical disrespect, selfish behavior, or acting directly against the family/ancestors. Dishonoring the Harmonic Star, through one’s words or by defiling a shrine.
WORSHIPERS: Dustriders of Miraji upbringing or close association
CLERGY: Filial Elders - these serve as ritual leaders, guiding their people through rite and song. They train the leaders of families and Arcanist family members in the rites and myths of their faith.
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OVERVIEW: The Laughing Spider is a teller of stories, a prankster, and a defender of humanity. Many of his tales involve him performing some kind of scheme over other divinities or natural spirits. Some of these fail gloriously.
SHRINE TYPES: Ancestral, Deep, and Storm
SYMBOL: A spider within a golden ring
— Tenet 1: Create beauty and inspire emotion - Evoke passion and feelings from everyone around you. Pranks can inspire laughter or anger, but music and artwork can motivate others toward greater things or push the reluctant against the status quo.
— Tenet 2: Be bold and drink deep from the cup of life - Safety is stagnancy. Risks must be taken and opportunities grasped. At the same time, triumphs must be celebrated and vices indulged. Carouse after incredible victories or attempt dangerous gambles.
SIN: Mundanity -- it is taboo to live in fear of change and danger.
WORSHIPERS: Tommy Caravan and related Caravans.
CLERGY: Laughing Shamans serve as repositories for stories, myths, and legends. They are teachers and caretakers, as well as collectors of news and knowledge. Some even make their trade in secrets.
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OVERVIEW: The Nightseer takes the shape of a ghostly owl in whose shadow the stars can be seen. It is a fortune teller and a guide to souls.
SHRINE TYPES: Ancestral, Deep, and Primal
SYMBOL: An owl in flight
— Tenet 1: Keep the memory of the dead: Many Death Takers are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). Be respectful to every creature that is slain, both friend and foe.
— Tenet 2: Prepare for your death: Live a life of virtue and piety. This also means never acting in haste, unless the time is right for such things. Life is to be lived, not rushed through.
SIN: Obstruction -- Engaging in Necrotheurgic magics or becoming an Eldritch Abomination is taboo for the Nightseer’s followers.
WORSHIPERS: The Owl Caravan and related Caravans.
CLERGY: Owl Shamans preside over funerals and births. They may also serve as healers to delay death from the faithful and lorekeepers, recording the lives and deaths of their people.
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OVERVIEW: The Pale Wolf is a Whisper of winter, death, and renewal. In visions and dreams, it appears as a spectral wolf or human shadow -- its form always indistinct except for its cold blue eyes.
SHRINE TYPES: Ancestral, Deep, and Primal
SYMBOL: A shadowy or spectral howling wolf
— Tenet 1: Respect the cycle of life and of death: This means sending those who defy Death into the Pale Wolf’s judgment -- these defiers are usually abominations of unlife or those who propagate such monsters. This also means never killing unless absolutely necessary.
— Tenet 2: Keep the memory of the dead -- Many Death Takers are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe.
SIN: Obstruction -- For the Pale Wolf, preventing it from taking what is their due and disrupting the cycle of death and life is the greatest of Sins. Certain greater Necrotheurgies, soul-destroying magics, or similar acts are examples of such Sins.
WORSHIPERS: The Pack of the Pale Wolf along with several other death worshipping Packs.
CLERGY: The Pale Wargs are the shamans of the Pale Wolves. These individuals preside over funerals and births. Depending on the community, they may also serve as healers to delay death from the faithful and lorekeepers, recording the lives and deaths of their people.
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OVERVIEW: This Whisper is not merely an ancestral entity among its people, but also a covenant between the spirits and humanity. Many among the Patient Scriveners believe that the Protector-in-Bark defended them against the worst of the Long Fall and its monsters. Thus do they follow in its example, using their own strength to guard their people from harm and ensuring that the proper sacrifices are made to this Whisper. Several ancient trees (usually White Pine) near a community are given visages via carving or more often, with a mask resembling its symbol (see below). These marked trees are considered vessels for the Protector-in-Bark and offerings are left to it on a weekly basis.
SHRINE TYPE: Ancestral, Primal, and Verdant
SYMBOL: A tree with two deep holes for eyes. These are usually uneven and asymmetrical.
— Tenet 1: Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for these Whispers. The Protector-in-Bark demands absolute blind obedience to an Elder’s edicts.
— Tenet 2: Filial Devotion: Reverence for family and family ties is a big part of this faith. Thus, preserving and protecting one’s family members is core to one’s actions and motivations. This protection also extends to one’s community -- just as the Protector guards its chosen wards, so too must their followers follow in its wake.
— Tenet 3: Sacrifice the Harvest -- The Protector-in-Bark demands that foodstuffs and medicinal herbs be sacrificed to the Protector-in-Bark. These tithes are bundled in leaves and placed in front of
SIN: Impudence -- Adherence to the guidance of one’s ancestors, elders, and the natural order, is important to the people of this faith. Failing to do so can be done through verbal disrespect, selfish behavior, or acting directly against the family or community.
WORSHIPERS: The Patient Scriveners are the main Worshipers of this Whisper, although not all do so. Also, this is not the only Whisper they venerate.
CLERGY: Pine Wardens are the practitioners and ritualists of this Whisper. They believe themselves to be following in its wake, defending their communities or their family members. They are not only woodwise but also learned in rites that are necessary to ensure that their Whisper’s favor remains with them. Sometimes, Pine Wardens will range far and beyond the community to defend its members when they visit or stay at other places.
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OVERVIEW: The Rainbringers are not one bird, but many smaller brightly colored birds that herald times of plenty and verdancy. They are not only carriers of seeds but clouds of bountiful rain also follow in their wake.
SHRINE TYPES: Ancestral, Storm, and Verdant
SYMBOL: A small bird beneath a broad leaf.
— Tenet 1: Mercy and Compassion - Just as the Rainbringers show mercy, so too must the followers of these Whispers show kindness and compassion to others, even those outside of their community or faith. Food and medicine are offered to those in need.
— Tenet 2: Filial Devotion - Respect of parental and other filial figures is a core responsibility for these Whispers’ followers. Such is the sanctity of the familial unit that these faiths require that all be set aside to ensure the happiness and health of one’s family.
SIN: Disrespect - Befouling the land with vile magics or allowing such afflictions to continue is taboo for the Rainbringers.
WORSHIPERS: The Rainbird Caravan and related Caravans
CLERGY: Rain Shamans are ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb.
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OVERVIEW: The Red Path is both a philosophy and a Whisper of the Wild. In visions, it appears as a snarling wolf, bear, or similar predator animal. This Whisper calls its followers to greater heights of bravery and strength as well as to feed upon the flesh of monsters, baking its ashes into bread if need be.
SHRINE TYPES: Primal, Pyre, and Storm
SYMBOL: An open fanged maw
— Tenet 1: Might makes Right: In the red-toothed wilderness, the deceptions and complications of society fall away. Only strength of muscle, mind, and willpower matters when the world comes for you.
— Tenet 2: The Eternal Hunt: Every day is a new struggle for food, for warmth, and for survival. Remember this not only when you track your prey but also when you yourself are being hunted.
SIN: Softness -- To be soft and infirm is to slow the pack and become prey.
WORSHIPERS: The Pack of Fenroc worship the Red Path.
CLERGY: Redpath Shamans are known not only for their wisdom and their guidance, but also for their strength and martial prowess. In battle and in hunts, they pray for strength and guidance. They may even lead such activities or simply lead the rites that come after. Outside such physical acts, they shepherd their people toward the tenets of their faith or augur omens and tidings.
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OVERVIEW: The Serpent River is more than mere water and earth, it speaks as a Whisper to those who knew its voice. It manifests as an eel or a serpent to those who see it in visions or dreams. Not only is it an entity of plenty, but it is also one of purity and serenity.
SHRINE TYPES: Ancestral, Storm, and Verdant
SYMBOL: A serpentfish (eel)
— Tenet 1: Filial Devotion -- In the myths and stories of the Serpent River, its followers are its beloved scions. As a result, respect and reverence of parental and other filial figures becomes a core responsibility for these Whispers’ followers. Such is the sanctity of the familial unit that these faiths require that all be set aside to ensure the happiness and health of one’s family.
— Tenet 2: Sacrifice the Harvest -- The Serpent River demands part of its follower’s Hunt to be sacrificed to the river. These tithes are dropped into the river or buried in its banks.
SIN: Disrespect -- Disrespecting the Serpent River comes in many forms, be it in wastefulness, in prideful hubris, in cruel acts, and through the betrayal of one’s family.
WORSHIPERS: The Serpentfish are the main worshippers of this Whisper, though they have several sibling Packs that also venerate the Serpent River.
CLERGY: River Shamans are not only ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb.
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OVERVIEW: The Silent Raven is a Whisper of fate, death, and renewal. In visions and dreams, it appears as a spectral raven or its presence is simply heard as a rush of feathers and a caw. In olden times, the raven was a favored servant to gods and spirits. After the Long Fall, it continues its task of ferrying souls to their resting place and serving as a warning to the observant.
SHRINE TYPES: Ancestral, Deep, and Storm
SYMBOL: A raven with an eyeball in its beak.
— Tenet 1: Respect the cycle of life and of death: This means sending those who defy Death into the Silent Raven’s judgment -- these defiers are usually abominations of unlife or those who propagate such monsters. This also means never killing unless absolutely necessary.
— Tenet 2: Keep the memory of the dead -- Many Death Takers are performers of funeral rites, ensuring that the deceased are remembered and celebrated (or cursed, if they were wrongdoers). This Tenet also means being respectful to every creature that is slain, both friend and foe.
SIN: Obstruction -- For the Silent Raven, preventing it from taking what is their due and disrupting the cycle of death and life is the greatest of Sins. Certain greater Necrotheurgies, soul-destroying magics, or similar acts are examples of such Sins.
WORSHIPERS: Some of the Ghost Wolf Chapter and some of the Chapters along the Path of Flame.
CLERGY: The Raven Speakers are the shamans of the Silent Raven. These individuals preside over funerals and births. Depending on the community, they may also serve as healers to delay death from the faithful and lorekeepers, recording the lives and deaths of their people.
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OVERVIEW: The Stone Greatfathers are the names given to the Appalachian mountains by the Stonebrood Pack. They believe that humanity or at least, their Pack, is descended from these titanic entities. They are charged with venerating these divinities and wandering their domicile.
SHRINE TYPES: Ancestral, Deep, and Primal
SYMBOL: A set of three mountains
— Tenet 1: Elder Reverence: Respect for one’s elders within the family and priests outside the family is another key tenet for these Whispers. The Stone Greatfathers demand absolute blind obedience to an Elder’s edicts.
— Tenet 2: Filial Devotion: Reverence for family and family ties is a big part of this faith. Thus, preserving and protecting one’s family members is core to one’s actions and motivations.
SIN: Impudence -- Adherence to the guidance of one’s ancestors, elders, and the natural order, is important to the people of this faith. Failing to do so can be done through verbal disrespect, selfish behavior, or acting directly against the family
WORSHIPERS: The Stonebrood Pack are only one of several Vundarkin Packs that worship the Stone Greatfathers.
CLERGY: The elders of their family, specifically the main patriarch or matriarch, lead the group both in matters of faith and order. It is they that lead and oversee various rites of life and death, with their blessing being of paramount importance.
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OVERVIEW: Some Miraji families believe in a holy entity that took the shape of a feathered serpent. He is called many names, but most call him “Storm Dragon” for the life-giving rains that follow in his wake and the vibrant springs that appear with his blessings. In ancient times, he assisted in the creation of the world. It is a firm belief that Storm Dragon was seen fighting the Abyssals during the Withering/Long Fall.
SHRINE TYPES: Ancestral, Storm, and Verdant
SYMBOL: A prismatic, feathered, and winged serpent soaring the skies. In some symbols, he makes a figure 8, similar to infinity. In others, he is spread-eagled and one way or the other.
— Tenet 1: Sacrifice the Harvest - A part of the harvest/hunt must be offered up to the Storm Dragon. For some families, this involves burning the offering (note: adhere to the camp’s rules for fire). For others, it is leaving it in a high place.
— Tenet 2: Cleanse the Corruption - the Storm Dragon’s followers respect the animals, plants, and places of the wild but they must also attempt to cleanse fell magic or vile corruption wherever they find it.
SIN: Disrespect - Befouling the land with vile magics or allowing such afflictions to continue is taboo for the Storm Dragon.
WORSHIPERS: Dustriders of Miraji upbringing or close association.
CLERGY: Dragon Speakers - ritual leaders and spiritual guides but also healers, midwives, and similarly respected herbalists that are sought after for their curative abilities with spell and/or herb. They are known for wearing mantles or similar wear that feature different colored scales.