https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Sailus&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:29:32ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1149830Magic (Sfartalheim Supplement)2019-03-12T05:42:58Z<p>Sailus: /* Magic within the Continent */</p>
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<div>The very nature of magic makes it a mysterious force that people wield while most don't understand nor care to, until trying to use it.<br />
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== Study of Magic ==<br />
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There are three types of magic within Sfartelheim, natural, unnatural, and studied. The differentiation between the three are superficial and meanless to the commoner but in the world of magic, it could mean a matter of life or death. <br />
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Studied magic is the most common type as people have spent years risking their own lives studying magic to become proficient at it. Those that do survive can make a living from such art by either freelancing their services or tying themselves down on a particular group. These are the court wizards and witches seen more often than not within governments. Some places like Mustallyon, Voolonia, Tukenia, Abbyia, and Occitonia restricts the employment of such mages. These governments usually enforce an employment law where wizards are to only work of either a government organization or court and maybe a government-funded corporation. Archetypes that fall within the domain of studied magic are wizards, bards, monks, and maybe paladin. The question of whether or not a paladin's magic is studied or is given from heaven is hotly debated and the Pentarchy has taken a neutral stance on such matters giving the final decision to the secular realm lords. Where a paladin can learn to improve using magic this makes it fall under studied magic by technicality but the initial ability to use magic was given by the Gods and not learned, therfor making it more in line with natural magic than studied.<br />
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== Magic within the Continent ==<br />
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Magic is seen by most to be a dangerous application of raw power which manifests itself by impossible pheromones. To the average person, most mages are seen to be volatile members of society that can explode unexpectedly and harming others near them if caught in the blast radius. Even as dangerous as they may be seen by most, magic is still seen to be an important and necessary evil aspect of governance. There are simply many things a single mage can do much more efficiently than what any group of servants can do. Often employed by nobles of either in the court or in trade corporations or even guilds, most places think any respectable court must have a mage advisor to help them in unnatural matters. Mages can often be seen working as freelancers in the monster-hunting and mercenary field. Due to the fact mages are thought to bring bad luck with them, property value often goes down when they move in leading to the landlord also trying to evict them as soon as possible. The only place where mages are seen with a positive light is within the Ar'suaton Empire. This realm sees any born with magic to be given the right to rule over the talentless and those that studied magic to be civil servants to help the nobles.<br />
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== Daemonic Use ==<br />
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== Natural Powers ==<br />
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== Arcane Vibration ==<br />
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== Chi ==<br />
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== Elemental Surges ==<br />
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== Divine Intervention ==<br />
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== Cursed Races ==<br />
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[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
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Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
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What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out they are prone to Werewolf transformation when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
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[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
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Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to have paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
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[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
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Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
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Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
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---<br />
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[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Races_(Sfartalheim_Supplement)&diff=1149826Races (Sfartalheim Supplement)2019-03-12T05:36:00Z<p>Sailus: /* Extinction */</p>
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<div>== Dragonborn ==<br />
[[File:S Dragonborn.jpg|thumb|right|300px|Not too unlike any other reptile.]]<br />
''Don't be fooled by their scaly skin and lizard-like appearance, they are just as mortal as any of us, no matter what the Tsunon propaganda says. For you see, in all the majesty that they claim to have by being descended of dragons, they forget that dragons are now extinct. The hubris which exist in them will soon bring their own downfall as in the ancient Elven stories have taught us. As shiny as the scales are, it protects them not from bolts and arrows that we'll fill them with. Don't get me started on breathing fire when one claimed to be from dragons, one best be ready to back that claim with a show of flames from one's mouth. At best, the Draken are pale imitations the gods have made to look more like us, at worst, it is a whole lot of gas from their ass to make themselves more important. - unknown Tsunon rebel'' <br />
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'''Ability Score''': Your Strength score increases by 2, and your Charisma score increases by 2 while your Dexterity decrease by 1.<br />
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'''Languages''': Depending on if your character comes from Suthron or north of it, the Suthreans know the Drucharii language group while the northerners know the Draken language group. Although those within the language group can vaguely understand each other, the Draken and Drucharii tounges are unrelated to each other. Thus, the two different groups sound incomprehensible to each other. <br />
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=== Draken Superiority ===<br />
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They can stand up to a rather tall 6 1/2 feet people who are twice as heavy as a Human going up to 300 pounds. Once, a long time ago, they had vibrant different hue of scales that would put Humans to shame. Although, now, due to interbreeding has caused a more uniform colors of red or green than in the past, yet there are still different colors that appear sometimes among the kids. They have four fingers with bird-like talons on each end unlike Elves, Gnomes, Dwarves, and Humans. This sense of superiority which exists in the Dragonborn is the belief that the gods made them in the likeness of dragons. To the Dragonborn, the dragons are wise and powerful creatures worthy of veneration with shrines and temples. Seeing themselves as the descended of these demigods have made them all the more prideful.<br />
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=== Staunch Collectivist ===<br />
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The very name Dragonborn is a catchall term to describe a certain race with multiple names for themselves, one being "Draken" from those that migrated from the east and another is "Drucarii" from the Suthron locals. For most Dragonborn, their natural thought process is to think of the group first rather than themselves. This inherent collectivist suggestion within their mind was an adaptation to survive as a group of predators than selfish loners. Smilier to lions in a way, the ability to create a group capable of doing anything if they work together is the reason why they have established themselves on the world stage. Honor or personal glory matters not if it would put the group in danger. The idea is that the very existence of the group would be put before all else to ensure the survival of as many as possible within said group. Yet, even this line of thinking can be twisted very easily with those who wish to be selfish to have the ability to help others later on. Of course, this later time to help others almost never arrives as the selfish Dragonborn will never find the right time to help others.<br />
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== Dwarf ==<br />
[[File:banker dwarf.jpg|200px|thumb|left|Typical Dwarven banker with a short sword for self-defense.]]<br />
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''She looked to have a runny nose as she stumbled in the tavern carrying God knows how many different things in her backpack. Her name was Greda and she was only staying for the night. As I would later find out when drinking a pint with Greda, she was a short tough little wondering merchant who couldn't afford a wagon or chariot. Thus she ended by carrying all her goods on her back with nobody else to help her as she walked from village to village. This, rather challenging work, was all done so that Greda could have an excuse to stay far from mining, crafting, or banking that the family wanted her to work in. Although it looked like she could handle the weight, what with being covered in muscles much like ever other Dwarf I've met. - Renold Gent''<br />
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'''Ability Score''': Your Constitution score increases by 2 and your Strength increases by 1 while your Charisma decreases by 1. <br />
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'''Hill Dwarf''': All the traits are the same as before, they literally are just Dwarves that live in hills.<br />
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'''Mountain Dwarf''': The more old fashion of the Dwarves, there are no changes to their traits in this setting. <br />
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'''Dwarven Language''': They can speak a universal speech that only Dwarves know, as it was a secret tongue based on Old Dwarven languages used to send messages when they were enslaved in the Elven Empire. <br />
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=== Pure Muscle ===<br />
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Don't be fooled by their short stature, for if one underestimates a Dwarf, one can end up landing on their ass from being slammed. The average height for these peoples is around 4' 5, give or take a few inches, as those in the north are taller while in the south they are shorter. For you see, they are able to not only live with the other taller races but thrive in is due to their muscles. The Dwarven body is born is such as to be able to absorb as much protein as possible from everything they eat to keep the body healthy. Making them have the equivalent strength of an average Human or more. That is the reason why it is unsurprising that some Dwarven families eat beans with meat-heavy diet compared to Gnomes. Sometimes a Dwarf is more than a match in a feat of strength competing with the likes of Half-Orcs. The short height also gives them an advantage in their traditional dangerous work with mining to prevent digging "unnecessarily large tunnels" while still being strong enough to handle moving heavy ores out of the shafts.<br />
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=== Dark History ===<br />
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To be one of the Elder Races is to have the life expectancy of 200 years and bring with it a lot of personal history. Some could trace back their family to the time of the Elven Empire when most of the Dwarven race was enslaved by Alfenheim. There were those that personally took part in the slave revolts back some 170 years ago to then later write about it after the fall of Alfenheim. This perceptive in time makes them have vows of vengeance which is kept even after a century or so, maybe long after the wrongdoer is dead. Many personally remember their once proud underground cities being razed by Elves then told their children. Many remember growing up as slaves for most of their lives then told their children. Many remember taking part in the revolts to free themselves from their Elven oppressors then going to exterminate the Elves then told their children. That is why both the Elves and Dwarves still bring racial tension most of the time they are around each other.<br />
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== Elf ==<br />
''Elves, I plowing hate Elves. They can never be humbled or be taught to act like the rest of us. There is an air of arrogance around them at all times, in the way they stride with their long legs to looking down on the other races. For in their long lives of 200 years they can't see what is right in front of their faces. This is true of the Vesterlings who claim to be the true inheritors of the Elven Empire while still themselves covered in mud and dirt. At least the Osterlings aren't as bad although they have actual records telling if they actually are descended from Imperial Elven nobility, to justify their arrogance. The only exception to this rule is the Skanii who come not from this realm and Half-Elves that are naturally more like us due to being hybrids. - Sabrina Schnider ''<br />
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'''Ability Score''': Your Dexterity increases by 2 and your Constitution decreases by 1.<br />
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'''Languages''': All Elves start off with Common while Elvish, Alt Alf, and Skanii are reserved for their respective sub-races. <br />
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=== Beautiful Facade ===<br />
[[File:Vesterling Elf.png|left|thumb|200px|Some still wear the tribal tattoos from their respective reservations from the time of the fall of the empire.]]<br />
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Coming to a height of around at least 6 feet, short Elves are considered to only be just shy of that height. With a weight of around 130 pounds, even Dwarves think Elves are lighter than Humans. They have non-existent body or facial hair to speak of while sexual dimorphism between the two genders for these peoples is insignificant compared to Humans or Dwarves. Skin color for them can range from anywhere as pale as snow for those that live in Skanza to a tanner tone for ones in Suthron. Although lacking the wider range of skin tones as Human, they do have more hair colors to be born with like white or green. Beyond the simple beautiful appearances of an Elf, as far as Humans and Gnomes consider it, all the other races see Elves as rather unsettling for their graceful precision in all things they do.<br />
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=== Double Lifespans ===<br />
[[File:Snow Elf.jpg|200px|thumb|right|The snow-white hair with fur clothing are commonly seen on most Elves that descend from the frozen north.]]<br />
Elves being able to live around more than twice as long as a Humans would make them wise to an unimaginable degree, yet that would be false. Somehow, the Elves were able to destroy their own empire while ruling most of the Continent within one Elven lifetime. As patient as an Elf can be by biding time, they are still quick to anger, depression, and happiness like those straight out of antiquity. Having lived for a long time, some of them are able to quickly resolve the matter by wiggling themselves out through negotiation or violence before the other party knows what hit them. Many have either ended up living in the woods following the fall of Alfenheim and have a deep seeded hatred for the other races passed down to their children.<br />
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==== Osterling Elves ====<br />
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Those that live in the east are known as "Osterlings", they are the ones who still retain the scrapes of knowledge from the ancient days of the Elven Empire. Most would come from Belogradie Kiev as it is naturally the largest state east of the Diniper. Although, there are some Osterling Elves who live among the nomadic Kazar tribes of the south, forgoing the settled civilized lifestyle of many others. The nickname "High Elves" is also given to them as they have the prestigious bloodlines compared to the Vesterling and Skanzen Elves. They can directly trace their lineage back to the times of the Elven Empire. With dark hair colors like crimson and navy blue being the norm for these peoples, they are a bit different to the earthy colors of Vesterlings and light colors of Skanzen. Compared to other Elves, the other races see them in a warmer light as the most empathetic or noble. This comes from the long tradition of the Osterlings intermingling with the other races that live in Osterland. The most prominent being the more symbolic Elven-Dwarven marriages as a sign of trust between the two families, while this might be the case in many Elven-Human pairings there is still some who are simply lovestruck. Even the Osterling nobles in Belogradie Kiev have a much higher tolerance for infidels and other races than the Vesterlings. Of all of the Elven peoples, Osterlings truly have earned their name as "High Elves" with their ancient arts and cultures retained through the fall of Alfenheim. Then to share the fruits of civilization after accepting the would-be barbarian invaders and potential rebellious slaves as equals. <br />
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'''High Elf Traits''': Most of the traits remain the same as High Elf traits.<br />
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'''Ability Score''': Your Intelligence and Charisma increases by 1.<br />
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'''Osterling Weapons Training''': You have proficiency with rapiers, shortswords, and hand crossbows instead of '''Elven Weapons Training'''.<br />
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'''Alt Alf''': You know the ancient language spoken and written by government officials within the Elven Empire.<br />
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==== Vesterling Elves ====<br />
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Their hair is a more "natural" color like midnight black, hazel or brunette compared to their eastern and northern cousins. Physically, they are most similar to the Osterling than Skanzen Elves. On a more cultural level, the Vesterlings are on the complete opposite spectrum to the Osterlings. Being driven to live in the woods and forests of the west have not taught them the lessons of their ancient arrogance. If anything, this has caused them to not only embrace the ideals of the Elven Empire but strive to create a Pan-Elven realm where all Elves are included. The original flight from their marble cities following the fall of Alfenheim forced them to regress in a manner on par with the barbarian invaders and freed slaves. Fighting for their very survival during the Grove Wars, many of what would become Vesterling Elves were naught but regular citizens who have no experience in fighting. That made them forgo preserving the finer relics and culture of the past to focus on their own self-defense. It comes as no surprise that almost all of them have forgotten "Alt Alf", the universal language used by government officials in the Elven Empire. Darker arts like necromancy and warlocks are reluctantly accepted to ensure the defense of the wooded havens. Earning themselves the nickname "Wood Elves", the other races see them in a hostile light due to their willingness to revive the enslaving Elven Empire while harboring a deep hatred for the other races.<br />
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'''Wood Elf Traits''': All traits remain the same as Wood Elves.<br />
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'''Ability Score''': Your Dexterity increases by 1 and you can increase either Wisdom or Strength by 1. <br />
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'''Elvish''': An artificial language made to allow communication between the different reservations in the west, the other Elven peoples don't start off knowing this language.<br />
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==== Skanzen Elves ====<br />
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As pale as snow itself, even amongst the lighter skin tone races, the Snow Elves are thought to be the lightest of the skin colors. Their hair also matches this trend of pale colors, what with dyed blond and pearly white colors. The reasoning for them being so different from the other Elves is that they aren't related to the Imperial Elves. Around the time of the formation of the Elven Empire to try to unify all the Elven city-states, the Skanzens kept resisting colonization by the Imperials. One must understand that the Skanii culture is totally different from the other Elves in at they aren't natives of the Continent like the Imperials. In fact, by the time the Elven Empire tried to conquer Skanza, the Skanii have just finished migrating from the east to settle the northern realm. Other Elven tribes have also been pushed north to later be assimilated into the Skanzen as the Elven Empire colonized further north and north. Holding personal honor, glory, and kin above all else, the Snow Elves threw themselves in suicidal wars of defense in an attempt to gain immortality through history. For in a Skanzen eye, all else in life had little mean but these three things, honor, kin, and glory, in that order of importance. Honor so that their action is just no matter the cause, kin to keep the family happy and united, and glory so that they wouldn't be forgotten. Called Skanzen in Common, Skanii in their mother tongue, and Drow in Alt Alf (due to them being perceived as being evil and vile under the protection and unified by a dark goddess).<br />
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'''Drow Traits''': All traits are the same as for the Drow.<br />
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'''Ability Score''': Your Strength and Wisdom increase by 1.<br />
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'''Skanii Weapons Training''': You have proficiency with the [[Skis (5e Equipment)|skis]], shortsword, shortbow, and longbow.<br />
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'''Skanii''': You know the language of the ancient northerners.<br />
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== Gnome ==<br />
''Something I've noticed in Gnomish slaves is how difficult it is to break them. Ever the optimist, I can't seem to find a way to tear down their sunny worldview quickly enough. Whipping them, starvation, torture, sometimes even just randomly beating them for no reason, all of it has been for not. One would believe that because they have pointed ears like us it would be easier to understand them as they could be related to us, yet this seems to not be the case. They are rather useful in crafting tiny things like locks or mechanisms compared to the stubby hands of a Dwarf. Maybe I could break up their family in an attempt to gain obedience then test them by forcing them to betray their family. That could work as I haven't tried that before for these tightly-knitted people, it could also blowback on me if they end up in a catatonic state, and that would make them very useless. - Tibria Krassus''<br />
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'''Languages''': You can speak, read, and write Common and Rheenisch. Traditional Rheenisch is written using Dwarven runes but some modern Rheenisch uses Alt Alf letters as it is easier to print things using these letters. <br />
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'''Ability Score''': Your Intelligence score increases by 2 and your Wisdom increases by 1 while your Constitution decreases by 1. <br />
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=== Energitic Lives ===<br />
[[File:Sudmire Gnome.jpg|thumb|left|200px|Living in the swamps and marshes around the realms, they have developed into a different variant compared to city-dwelling Gnomes.]]<br />
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Coming to about only a bit higher than 3 feet and weighing up to 45 pounds, they may seem like an unimpressive lot but don't be fooled. Some of the best adventurers and inventors in the Continent are Gnomes. Originally introduced from Suthron as slaves by the Imperial Elves or migrated from the east near Kazar, they would end up freeing themselves then settling all over the realms after the fall of Alfenheim. The Gnomish tribes would settle down in the different realms, after arriving from beyond the east of Kazar, during the time of the warring Elven city-states. The Snow Elves would start to migrate a century later after the Gnomes finished to make the Gnomes be the second most recent race to settle in the Continent during the Antiquity Age. With their unnaturally pale and light skin tones, they are easily discernible from Dwarves, not to mention their lack of a stocky or muscular build. Although, they do share a common trait of having noses that curve downward like the Elves and Dwarves that live near the sea in Suthron, while their light hair seems to point in every direction as it is hard to keep it flat. Being from Suthron makes the Gnomes have traits that differ from the other local northern races of the realms. Things such as the naturally unkempt hair and bent nose of the Gnomes are almost uniquely Gnomish features. Although some Humans do have naturally wild hair they are by far the minority or those that style their themselves that way. The bent nose too also exist as a rare trait amongst the other races like Elves or Dwarves, even if they live in the east like the Gnomes. Their lighter skin too is found only similar to the Dragonborn of the warmer realms, although this is for completely unrelated reasons.<br />
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=== Wonderlust ===<br />
[[File:Hochish Gnome.jpg|200px|thumb|right|The tough wintery and harsh mountains have forged these Gnomes to become more like Dwarves than anything else.]]<br />
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One of the first things the Elves noticed when their interactions with the Gnomes frequented, it is that they always seem to be happy no matter the circumstance. The Imperial Elves quickly found ways to exploit this when they found out that being alive made them happy if nothing else. Invitations to fests and elaborate traps easily trick many of the old Gnomes into enslavement, if nothing else worked, the Elves would threaten them with death like what happened to the Halflings in Vesterland. Something that shone through the chattel slavery is that even the beatings and whippings did little keep the Gnomes hopeful and happy. This had made some of the Elven master happy to keep them that way as there was almost no chance of escaping in their eyes. Other crueler masters found it annoying as they try to break the Gnomish spirit. After freeing themselves from Elven bondage, many found it a great opportunity not to hunt down their former masters, but to venture to lands unknown from their home. The call to adventure comes naturally to most Gnomes as they would want to leave the comforts of home to see a world of excitement. Others delve into the world of tinkering, magic, and invention as a way to stay home while still finding happiness to grow their craft. <br />
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==== Sudbotal Gnomes ====<br />
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There is a name made to identify a certain sub-race that developed after the fall of the Elven Empire, at least in the Hegemony, they are known as the "Sudboltal". Translated, from Alimanisch and Rheenisch, meaning literally as "Southern Mire", it comes from the tale of a Gnome who live in a swamp of a southern province who was different from those that live in the rocky heights. The original Gnomes that moved to live in dreaded swamps, marshes and mires of the world were those that wanted to live away from outsiders while having a sense of adventure from the dangers of their new homes. Although Sudboltals aren't hostile to foreigners, they wish to remain mostly left undisturbed by the world outside their home. The native dangers of the murky wildlife provide a constant test of reflexes for these Gnomes. Taking all the advantages they can get, most of the Sudboltals have been either taught or encouraged to learn to communicate with small animals to befriend. This friendship the Gnomes would later use to help them live in these dangerous swamps, like critters warning them of an approaching predator. The ones that do know magic, often use illusions to trick outsiders into venturing away from their homes or in self-defense. The total number of the Sudboltals are few compared to the general Gnome population, it is them that practically charted the unknown natural deathtraps of the Continent.<br />
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==== Hochisch Gnomes ====<br />
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The name "Hochisch", coming from Alimanisch, means "Highish" or "High folk". Different from the Rheenisch name for the Gnomes "Hoogisch", which means the same thing. When Alfenheim fell, most of the Gnomes didn't have any real restrictions from simply leaving revolting to move to a safe place, which most of them did. The Imperial Elves didn't have any real authority or power to stop them once the capital sank. To the Gnomes, most of them though that mountains were a great place for daily excitement while still making it be tough for others to try to subjugate them again. Unlike the Dwarves who also live near mountains, the big difference is the most Dwarves are hold up inside the rocky place rather than on the surface. Understandably, this has made the Gnomes be more durable than their swampy cousins due to the harsh climate. One of the things many different Hochisch cultures do is to study the past. Specifically, to try to understand the advanced magical and historical knowledge from the times of the Elven Empire. Their natural close proximity to Moutain Dwarves have allowed them easy access to plenty of metal to tinker and create devices with, not to mention some travel far from home to study the arts of machinery.<br />
<br />
== Halfling ==<br />
''Even compared to Dwarves and Gnomes, Halflings were considered short by that standard. Although, the only written accounts describing them all came from Odonata, the very same Imperial Elven military governor who would go on to exterminate the Halflings. Thus, one must be wary of historical revisionism from one of the few recorded pieces that go into detail about this race before their untimely demise. Often said to be short and fat from eating too much, even giving stories of how parents would eat their own children instead of going hungry for a few days. Thought to be too lazy unless people disturb their daily life, in the governor's case, it was civilization that she brought which angered them. Quick to rebellion, or so how she writes, Odonata was given no choice but to put down all of this backward, sad, and violent race. They are portrayed to be pathetic peoples who bit off more than they can chew. Although, one must remember that this book by Odonata was made to be a propaganda piece back in Alfenheim to keep the state funding her wars. - Espanosa Remerous''<br />
<br />
=== Small Weaklings ===<br />
<br />
What little is there about the Halflings, we know two things for sure about them. First, it was that they didn't call themselves "Halflings", the actual name is either "Ezkafol" or "Escefal" as being called "Halfling" was a demeaning name developed by the Imperial Elves. As the name comes from Odonata who calls them "Mideis", meaning "Half-People", which got popularized when her armei conquered Vesterland. Second, is that they used to live in the Bask mountains in present Voolon. Other than that, all other accounts are rather biased against this forgotten people. The last living member of this race died off long before the fall of Alfenheim. Odonata describes them as such in her book "Comintarii di Belis Occitalis", ''They were a brutish people when Odonata first personally encountered them, although she didn't underestimate them as her grandfather's eyes were pulled by these people. Standing to a little taller than the average Gnome, they looked to be fat compared to either a Dwarf or Gnome. The first thing the local chieftain tried to impress her with is by welcoming the general to his home than showing off his collection of decapitated heads, everything from rivel Mideis to Orcs did he display. It seems they would happily roll around in mud if it means they get to live in their underground hovels as there was plenty of mud which made up the floor. Gathering them for a special religious celebration, wine, and burnt food was brought before them to feed on. They were about to throw a Mideis into a great basket before filling it with rocks then burning it, the weight, smoke, or fire was going to kill him. From then on as the natives cheered, Odonata knew what she must do.''<br />
<br />
=== Extinction ===<br />
<br />
Odonata writes about her reasoning, plan, then execution of ''Letan Mideis'' (translated as "Halfling Ruination") during her governorship of Hispanola. ''At all began with the conspiracy of the barbarians, Odonata's agents had informed her that the Mideis high-chief, Gutherin, was willing to attempt at a kingship of the west. In order to fulfill this plan, as the last king was ousted by the nobles, he would call together a league of barbarians who would all attack the Elven Empire at the same time. During the time she received this message the plan was already in motion, while the general had no other information present. First, the Mideis would go on to hunt down then kill every citizen in the colonies of Artis and Edinera, each respectively located just east and west of the Bask range. With the aid of Hill Dwarves no less, then came the Dwarven raider from Sentra and Gnomish pirates from the northern island. There was not enough time to deal with all these threats at once for her, thus Odonata turned to magic. The magi conjured large quantities of vile diseased bombs for her warriors to use. Similar to the way she used them against Dwarven cities, the clay bombs shatter to release a magical lethal illness that specifically targeted the Mideis. She didn't believe that the effects would be as destructive as the magi said before she saw the result, bodies, and blood so high in their villages that it made her soldiers slip. Knowing that a job can't go half finished, she tirelessly slew the last of the Mideis. When the last of this vile race died off the other threats melted like snow in a summer's day.''<br />
<br />
== Half-Elf ==<br />
''"What happens when you take the best and worst of both worlds? Well, you get the Half-Elves, as they receive the weaken strengths of both and the lessen weaknesses as well. Now, the fact that they can grow beards is a bonus, if you know what I mean. But not to stray far from the topic, one of the things they can do is either gracefully blend in as a short Elf, or cowshite their way through as a tall Human. If you think about it, Half-Elves don't really have an advantage, just a different set of perks, unlike their parents."''<br />
<br />
''"But, aren't you a hybrid too?"''<br />
<br />
''"Shush, nobody else needs to know."'' <br />
<br />
''- Jennyver Fedlimid the Play'' <br />
<br />
=== Mixed Bloodlines ===<br />
[[File:Auszider Half-Elf.jpg|thumb|200px|right|The Ausborem is a catchall term for any type of Half-Elf who comes not from Osterland. Skanii hybrids are the largest group to be included in this.]]<br />
<br />
Coming to an average 6 feet, the Half-Elves are seen to be tall by Human standards and short by Elven standards. Inheriting the Elder lifespans of their Elven blood to live around 150 years old, they more than outlive their Human parent and Gnome acquaintances who die around 70. Some even acquire the different hair colors and stocky build from their parents. Depending on the realm that they live in, a Half-Elf can have noble privileges or sent to be publicly executed by religious zealots. By their very nature, the Half-Elf can seem impatient by Elves while still being precise compared to Human. That fact is the reason why many Half-Elves go out of their way to move away from the comforts of home to prove themselves. Those that live in the east are seen by most to have an inherent nobility about them while the ones in the west are viewed in a hostile light. The westerners still remember the threat of a powerful Elven realm inflicted upon the other races and fear an offspring of a Human with an Elf. Being able to understand both Elven and Human worldviews have allowed these hybrids to also be better at negotiations. Unless facing the most fanatical of enemies, a Half-Elf is able to come to an understanding then defuse the situation. Should the hybrid be able to hide the fact they are partially Elven, they often coming in as diplomats and ambassador for political or judicial disputes.<br />
<br />
==== Osterling Hybrids ====<br />
[[File:Osterling Half Elf.jpg|thumb|left|250px|The more common of the hybrid bloodlines, many Half-Elves can trace their family back to Osterland.]]<br />
<br />
Many of the eastern hybrids come from a long line of families that would have probably intermarried between Humans and Elves. In some cases when a family believed that they've heard of the first Half-Elf child in their bloodline, it can be the case that there was another Half-Elf older in their history that they've forgotten. Adopting the natural enduring traits from their Human parent while retaining the prestigious aura around them with their Elven blood. Many of the other races both inside and outside of Osterland carry over the positive view of Osterling Elves to their hybrid children as well. It also helps that many of the Osterling Hybrids, whether it be noble or commoner, do emphasize the importance of education. That includes the fact that many of the Osterling Hybrids know the basics of Alt Alf in an effort to read copies of ancient texts preserved after the fall of Alfenheim. Although, the pronunciation of these Alt Alf texts might have been altered due to the fact the last Elf to use the language regularly, died around 1500 years ago. There is something to note when talking about these people, it is that they adopted the natural endurance of the Humans. Some, especially Elves, are amazed by how much of a beating an Osterling Hybrid can take in sparring. Not just negotiators, there are even a few Osterling Half-Elves that have taken the laborious career as smiths and builders. <br />
<br />
'''Half-Elf Traits''': Almost all the traits remain the same.<br />
<br />
'''Ability Score''': Your Charisma score increases by 2, and your Constitution score increases by 1 while your Intelligence score increases by 1. <br />
<br />
'''Languages''': You can speak and write in Common and Alt Alf.<br />
<br />
==== Ausborem Hybrids ====<br />
<br />
The Ausborem name come from the Alimanisch word "Aus" meaning outside and the Tallean word "borem" meaning foreigner. Both the Alimanisch and Tallean live on the frontier where Osterland and Sentra meet to see many Elves migrate from the east to west. It is a term to mean any Half-Elf that doesn't come from Osterland, like a Skanzen, Vesterling, or Suthrean can have this name. Many of these hybrids come from Vesterling origins where the Elves try to isolate themselves from the rest of the realm. That, in turn, has caused a low amount of Half-Elves to exist in the first place even when the Ausborem is in every realm. It also dosesn't help that Vesterling Elves also ostracize the Elf who mingle with Humans, as most see Humans as collaborators who help Dwarves that tried to exterminate the Elven race. Although, still being able to understand the differences between the races due to their heritage, these hybrids have a purer Elven bloodline compared to Osterlings Hybrids. With the higher purity of the Elven blood, they don't retain the more enduring traits of Humans while still not inheriting the weaker frame of Elves. The advantage that they do have is in their greater dexterity due to Elven blood. Ausborem Hybrids are treated differently depending on the realm that they live in. Places like Kiev and Skanza treat them no differently than Osterling Hybrids, with unnecessary extra prestige and respect. While places like in Mustallyon and Abbynid Empire, they are hunted down to be publicly executed. <br />
<br />
'''Ability Score''': Your Charisma score increases by 1, and your Dexterity score increases by 2.<br />
<br />
'''Languages''': You can speak and write in Common while only being able to speak in either Elvish or Skanii.<br />
<br />
== Half-Orc ==<br />
[[File:S Half-Orc.jpg|thumb|200px|left|Orcs see them as skinny, scrawny, or weak-looking compared to a normal Orc.]]<br />
<br />
''I've never seen anything like it in my life, as I write to you, there is an army we are about to face which has the oddest collection of a minority amongst them. There are a group of barbaric warriors who look to be too slender to be Orc but still too bulky to be Human. Some sort of abomination which is the product of a fusion of both the Orcs of old and the new Human invaders. They have the right amount of animal cunning from Humans to not suicidally charge into fights yet still retain enough raw strength to smash us. For that is what happened when a foraging party stumbled upon this new threat, our scouts quickly routed when these monsters brought themselves together to try to encircle our youngsters. Thankfully, there is only a handful of them we've encountered so far in the great infidel army. I fear if we face too many of them, we are sure to flee. - Letters from Brutus''<br />
<br />
'''Ability Score''': Your Strength score increases by 2, and your Constitution score increases by 1 as well as your Wisdom score by 1. Your Charisma decreases by 1.<br />
<br />
'''Languages''': You can speak, read, and write Common and speak Urk-Hai. Although Urk-Hai, the Orcish speech, has no real written form other than writing the approximate pronounced words in Alt Alf letters, even that differs from dialect to dialect. <br />
<br />
=== Weird Body ===<br />
<br />
"Pou-Pafvora" is the oldest known name for Half-Orcs and it comes from the Tallien tribes that fought against the Orcs as they fled west from a great Orcish hoard. Coming to a height of at least 6 feet and growing up to 7 feet or more, they weight somewhere around more than 200 pounds on average. With a skin tone of anywhere from gray, green, or purple hues, these peoples are surprisingly colorful compared to Orcs. The Half-Orc is often the creation of Orcs raping Humans to accidentally impregnate or be impregnated with a hybrid. These things happen when an Orc tribe raids across several different borders to ignore the laws of the realms. Another such instance where this happens is when Human commoner or nobles sent their sons or daughters to serve as political hostages under the front of marriage. The Humans almost never return their original home and would likely be stuck living with the Orcs to raise the offspring. Although there are stories of genuine love between a Human and an Orc, these cases are almost non-existent. The hybrids inherit the traits of endurance from their Human blood while strength naturally comes to them with Orcish heritage. Thought to be the more brutish of all the "understandable" races, they are often sought after as either trophies or warriors. Their strength is considered helpful in the more laborious jobs as builders, miners, and warriors. There are a few that go out of their way to find then spent an exorbitant amount of coin or gifts to hire them as mercenaries.<br />
<br />
=== Harsh Treatment ===<br />
<br />
Accepted by neither Orcish society or civilized realms, the Half-Orcs are often the butt of jokes and blame. Within the Orcish social hierarchy, these hybrids are thought to be impure mutts who can't be trusted with important tasks, unlike a pure Orc. Most end up within the rank of Freemen or their equivalent of the tribe. The Freemen are bearly above the slaves to put things into perspective. Within civilized realms, they are second most persecuted of all the races listed on this page, in terms of brutality and consistency. Most others simply refer to them as "bastards" for their circumstances of birth. Officially, most realms don't actually have laws forbidding Half-Orcs from attaining high ranking positions in either society or the government. This still doesn't prevent the other races from automatically mistrusting Half-Orcs for any sort of superficial reason. Realistically, a Half-Orc would be lucky to become a merchant or be made an officer. The history and fear of the Orcs that haunt the realms of all of the time still linger around the Half-Orc like a shadow. On the other hand, Orcs see the hybrids as mongrels that harbor the treachery and weakness of Humans. To be a Half-Orc is to be considered by many to almost be as bad as Teiflings, except the former isn't thought to be a literal incarnation of evil. Simply a very dumb, strong, and dangerous brute who is a danger to themselves and those around them by their nature.<br />
<br />
== Human ==<br />
[[File:S human.jpg|thumb|200px|right| There are many different appearances for Humans, but in the end, they are too physically similar to have true sub-races like Elves or Gnomes.]]<br />
<br />
''Humans exist with at least one aspect of their lives to have one extreme or the other that they live with. Never are they able to adopt the middle ground as it all comes from their lack of specialization. As these peoples lack the physical strengths of the other races, all except that they seem tireless and can endure laborious tasks for a long time. This has made them ambitious as well, what with them suddenly appearing into history from out of nowhere, then strong-arming their way to become an important race like Dwarves and Dragonborn across the realms. I don't envy them but neither will I pity them, as their short-sightedness have always come back to bite them in the leg. - Detrich Hochpine''<br />
<br />
'''Language''': You can speak and write in Common and a language of your choice. It includes but is not limited to Kievan, Belogradie, Alimanisch, Rheenisch, Jutisch, Nordien, Geatisch, Occiton, Entisch, Ontisch, Valoon, Lyonese, Tsuon, Eierish, Tallien, Skanii, Karzak, Turken, Sudergoder, and Abbynic. <br />
<br />
'''Ability Score''': Your Constitution score increases by 2 and your Intelligence score decreases by 1. All other ability scores increase by 1.<br />
<br />
=== Odd Collection ===<br />
<br />
Coming to anywhere from 5'6 to 6 feet tall on average with the weight of 125 to 250 pounds, Humans are an odd collection of peoples that have arrived recently onto the world. Their skin can be as pale as a Snow Elf to (supposedly) being as dark as a shadow. The hair for Humans can be pale blonds like Elves or midnight black like Orcs. There is no record of Humans even existing back some 3000 years ago compared to the other races like Gnomes, Halflings, Elves, Dwarves, Orcs, and Dragonborn. The other races have been living in Sfartalheim since time immemorial while Humans, Half-Elves, Centaurs, Tieflings, and Half-Orcs are relatively new to this world. What is more troubling for the other races is that nobody knows where Human actually comes from. What little it is known is that the earliest Human tribes claim to be reincarnations from a different world with only Humans inhabiting it and that once they die in Sfartalheim, they will reincarnate back in their old world. They say that it is an endless cycle of death, glory, and happiness to be reborn again and again between the two worlds. Another thing of note is that the oldest sightings of Humans come from beyond the eastern Steeps of the Continent. Although the origin stories for Humans have changed over time as different religions and theories tried to explain the sudden appearance of Humans into the world history.<br />
<br />
=== Master of None ===<br />
<br />
Able to develop extreme stances on life is a rather helpful ability when confronted by extreme circumstances. Their adaptability to changing environments and times have allowed Humans to settle on every part of the Continent from the coldest of the north to the hottest of the south. Even in situations where the odds are stacked against them or hope seems lost, they are able to turn defeat into opportunity. Exploiting the misfortunes of others or themselves, Humans can seem like manipulative bunch when compared to the other races. It is simply in their nature to survive and thrive in any environment by poking holes in a disadvantage then tearing it apart to turn it into their advantage. Without the long lives or presence that the other races have of existing on Sfartalheim for long, these peoples seem to bully their way to essentially cheat to earn a place as one of the civilized races. The lack of natural specialization within their own body might first appear to be a disadvantage until one considers that Humans have an incredible talent to dedicate a lifetime perfecting a field. Being able to create societies with rather extreme worldviews is also useful when competing with hostile neighbors unlike stubborn races being the case with Elves and Dwarves. That is the main difference between the Humans and the other races, it is that they develop radically different cultures with adopting extreme specializations while a Gnome on the opposite side of the Continent might behave the same as any other Gnome. For with Humans, one can be totally natural living in an underground city while another dread stepping one foot in a cave and would much prefer staying inside a tent on a flat open grassland.<br />
<br />
== Tiefling ==<br />
[[File:S Tiefling.jpg|thumb|200px|left|All of them looked cursed to appear as a daemon with two horns on their head and a shade of red or blue skin.]]<br />
<br />
''The funny thing is nobody knows where the Tieflings originated from. I mean back when the tribes moved in from the east, Human babes were being born with two head horns and weird skin colors for no reason it seems. At least, that was the first accounts of this happening that I could find. It was always the same pattern, two horn on their head and a shade of either red or blue skin. The hoofs instead of feet came later and were also apparently random if a Tiefling was born with either Human feet or hoofs. The theologians believe that those born as Tieflings are cursed by the gods as punishment for a crime they will commit later in life, specifically something related to anger the gods. Magi think that some sort of magical disaster in the past caused Humans to be infected by this dormant illness, the only time this illness is active is when a mother conceives a child. - Halmut the Mad''<br />
<br />
'''Language''': You can speak and write in Common and Infernal.<br />
<br />
'''Ability Score''': Your Intelligence score increases by 1, and your Charisma score increases by 1 as well as your Wisdom score increases by 1.<br />
<br />
=== Cursed Family ===<br />
<br />
Long have this race come as the offspring of Humans from the time of the fall of Alfheim. They would always be born with some pair of horns on their head while their skin was a hue of either purple, red, or blue. Coming to around Human height, they may be the more similar in terms of abilities to Humans than any other races. More on the random side is the fact some Tieflings are born with hoofs instead of feet but that was a trait developed long after the destruction of the Imperial Elven capital. No other races have ever experienced something like a seemingly cursed defect to grow into a daemon replica like the Humans. Long have the Humans try to deal with the Tiefling question to hide their embarrassment from the other races. At first, the tribes tried to find and kill any Tieflings at birth. That didn't work as the babies were left to die in a forest which either animals wouldn't kill or a wanderer might adopt. Later on, the policy changed to rounding up all the undesirables in the tribe to live in a cramped place called the ''Sore Camp'' so that they can hide them from the outside world while still working for the tribe. Even that was eventually abandoned when members of said camps kept escaping to, later on, have these places go out of fashion as the leaders didn't bother assigning guards to keep the Tieflings in the Sore Camps. Some still live in a manner not too different from these camps in the form of the city's ghettos.<br />
<br />
=== Social Outcasts ===<br />
<br />
Known to be associated with criminals in all different realms, that often can be a disadvantage in regular conversations for a Tiefling. Yet, this can be used to their advantage in negotiations as they can try to intimidate the other party. With most societies rejecting Tieflings for work in most jobs, many go down a life of crime for quickly attaining wealth. Thus there are many crime families who hire or is led by Tieflings prominent in many realms. This has also led to many Tieflings not trusting other races as said other races would also betray them given the right opportunity. They have also learned the use of the Infernal language from birth due to an unknown reason, for as soon as a Teifling understands the concept of language, they can read, write, and speak in the ancient tongue of the daemons from the different planes of existence. This was often used as a clear sign for Teifling ancestry condemning their offsprings with a pact. Although if this argument was used against a child of nobility they run the risk of being executed for speaking out the ruling nobles. Commoners try their best to avoid employing or even interacting with Teifling in general. This has led to isolated Tiefling communities being formed, as the parents of a Tiefling would send them to live in the ghettos with either a relative or friend who lives in these places. It would also come as no surprise as angry commoners have also blamed Tiefling more than any other race to result in massacres and genocide. Death by immolation and hangings are a fate that Tiefling face if they angered one too many people. <br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1149292Bestiary (Sfartalheim Supplement)2019-03-11T06:13:56Z<p>Sailus: /* The Horsewomen of Chaos */</p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
[[File:Vilda Jeagen.jpg|300px|thumb|left|The less elaborate depiction of the Dark Ones who would strike fear into the heart of peasants and warriors alike.]]<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
== Nix ==<br />
<br />
[[File:Nix.jpg|200px|thumb|right|They are not the fabled Merfolk of the seas but more so a vicious predator the hunts unassuming fishers.]]<br />
<br />
(Also known as Neck or Nikker or Nokke or Näck or Näkki)<br />
They are a type of aquatic monster that first appeared as far back as 300 years Before Transition which is almost 1700 years ago. It is known that some claim them to be water spirits, but the reality of the matter is they are a physical type of shape-shifting creature who preys upon the weak, foolish, and young who wonder near rivers they inhabit. They might seem humanoid but their legs are replaced with a fishtail, webbed hands, and teeth as large and sharp as sharks. When attacking the eyes also become totally black lacking an iris and another dangerous feature is they seem to be able to track blood underwater. Monster-Hunters known as "Viedzhmin" in Tallia were the first to the notice that much like Werewolves and Vampires, they were easily poisoned by silver as well. From the Viedzhmin was the long tradition of silver blades and arrow or bolt tips. Later experimentations within the Vilhelm Society at Nurrenborg has found out that they have a fatal allergic reaction to hornet stings and cactus juice. It is recommended that fire is the best way to scare them off but luring them to be burned with enchanted oil set upon the water's surface also works as well.<br />
<br />
== The Horsewomen of Chaos ==<br />
<br />
[[File:Horsewomen.jpg|thumb|Shown often with threatening and dark manner in artistic depictions.]]<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1149287Bestiary (Sfartalheim Supplement)2019-03-11T06:08:52Z<p>Sailus: </p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
[[File:Vilda Jeagen.jpg|300px|thumb|left|The less elaborate depiction of the Dark Ones who would strike fear into the heart of peasants and warriors alike.]]<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
== Nix ==<br />
<br />
[[File:Nix.jpg|200px|thumb|right|They are not the fabled Merfolk of the seas but more so a vicious predator the hunts unassuming fishers.]]<br />
<br />
(Also known as Neck or Nikker or Nokke or Näck or Näkki)<br />
They are a type of aquatic monster that first appeared as far back as 300 years Before Transition which is almost 1700 years ago. It is known that some claim them to be water spirits, but the reality of the matter is they are a physical type of shape-shifting creature who preys upon the weak, foolish, and young who wonder near rivers they inhabit. They might seem humanoid but their legs are replaced with a fishtail, webbed hands, and teeth as large and sharp as sharks. When attacking the eyes also become totally black lacking an iris and another dangerous feature is they seem to be able to track blood underwater. Monster-Hunters known as "Viedzhmin" in Tallia were the first to the notice that much like Werewolves and Vampires, they were easily poisoned by silver as well. From the Viedzhmin was the long tradition of silver blades and arrow or bolt tips. Later experimentations within the Vilhelm Society at Nurrenborg has found out that they have a fatal allergic reaction to hornet stings and cactus juice. It is recommended that fire is the best way to scare them off but luring them to be burned with enchanted oil set upon the water's surface also works as well.<br />
<br />
== The Horsewomen of Chaos ==<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1149286Magic (Sfartalheim Supplement)2019-03-11T06:07:14Z<p>Sailus: /* Study of Magic */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield while most don't understand nor care to, until trying to use it.<br />
<br />
== Study of Magic ==<br />
<br />
There are three types of magic within Sfartelheim, natural, unnatural, and studied. The differentiation between the three are superficial and meanless to the commoner but in the world of magic, it could mean a matter of life or death. <br />
<br />
Studied magic is the most common type as people have spent years risking their own lives studying magic to become proficient at it. Those that do survive can make a living from such art by either freelancing their services or tying themselves down on a particular group. These are the court wizards and witches seen more often than not within governments. Some places like Mustallyon, Voolonia, Tukenia, Abbyia, and Occitonia restricts the employment of such mages. These governments usually enforce an employment law where wizards are to only work of either a government organization or court and maybe a government-funded corporation. Archetypes that fall within the domain of studied magic are wizards, bards, monks, and maybe paladin. The question of whether or not a paladin's magic is studied or is given from heaven is hotly debated and the Pentarchy has taken a neutral stance on such matters giving the final decision to the secular realm lords. Where a paladin can learn to improve using magic this makes it fall under studied magic by technicality but the initial ability to use magic was given by the Gods and not learned, therfor making it more in line with natural magic than studied.<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Races ==<br />
<br />
[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out they are prone to Werewolf transformation when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to have paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1149270Magic (Sfartalheim Supplement)2019-03-11T05:33:53Z<p>Sailus: </p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield while most don't understand nor care to, until trying to use it.<br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Races ==<br />
<br />
[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out they are prone to Werewolf transformation when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to have paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1149269Magic (Sfartalheim Supplement)2019-03-11T05:33:21Z<p>Sailus: </p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield while most don't understand nor care to until trying to use.<br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Races ==<br />
<br />
[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out they are prone to Werewolf transformation when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to have paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Skanii_Druid.jpg&diff=1140872File:Skanii Druid.jpg2019-02-21T05:36:59Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1139395Religion (Sfartalheim Supplement)2019-02-18T04:41:05Z<p>Sailus: /* Pentarchy */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Tyrana for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Tyrana. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|The red rose was a later symbol adopted to easily distinguish Zekumite troops from the Pentarchist during the Imperial Wars of Religion. ]]<br />
<br />
Johannes Zekum was a wander cleric Dwarf from Rheenland who used to live amongst monks for a good 30 years of his life. By the time he was 50, he had lived in Franken-onder-Rheen, Nurrenborg, Kollstein, and Magenborg helping folk along his journey. He finally settled down to live a quiet life for the next 3 years in Kranzborg. The years had taught him the corruption within The Temple with the wealth and power of high-ranking priests. How this very same clergy acted like nobles with lands while disregarding the plight of the peasants. Their behavior with arrogance going so far as to not help nobles deal with daemons or warlocks unless there is a hefty temple donation involved. This idea to strip the Pentarchy of all wealth, power, and influence inside the state came from the premise that the clergy would act more holy without luxuries. Another major idea was that Durge was not a god but was similar to an arch-daemon, thus the end of the cosmic war is already determined with Asurhai's victory to usher in a world of harmony. Indeed, once he started distributing copies of his essay (in 1400 AT) Zekisum quickly gained traction among Tallian and Kranzlik nobles. From there on the sect radiated from Kranzborg like wildfire. From the Oster frontier to Magenborg and everything in between, it was the concept of not relying on the Pentarchy from everything as simple as book copying to daemon slaying. Even those of low ranking priests and monks sought major corruption culling and saw Zekisum as a great instrument. Others believed that Pentarchisum was too close to Alfen worship with the acknowledged existence of two gods. Thinking that ridding the thought of Durge as a god would eliminate people from worshipping him. There were some who totally bought into the predetermined outcome of the cosmic war as a great conclusive hopeful ending to the vague answer the Pentarchisum gave.<br />
<br />
For as quick as the sect was spreading, the Temple was already formulating a plan to counteract this dissent. The Pentarchs voted to declare Zekisum a heresy then called a council of the Arch-Preist to discuss a way to stamp out the idea. They passed several new laws Pentarchist states must follow including increasing the Temple tax, outlawing donations to the Temple, establishing Ordo Inquisatoris to hunt heretics, convert Zekumites, censor works, and advise nobles. This would come into conflict between the more militant branches of Zekumites but the sect was initially a peaceful movement to change the religion over the course of centuries. Then came the states who surprised the Pentarchy by not only tolerating but accept Zekisum as the state religion. This would cause many wars between the major powers and within states like the Ontisch War, Lyonese Inquisatoris Wars, Occiton Civil War, Imperial Wars of Religion, Tsuon Revolts, and the Eiersh-Lyonese War. In the end, the well-intentioned ideas of Johannes Zekum would destroy Sentra and Vesterland in bloody conflicts leaving millions dead.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
<br />
At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
<br />
Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Occiton_Knight.jpg&diff=1093786File:Occiton Knight.jpg2018-10-14T17:57:52Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=File:King_Voi_IV.jpg&diff=1093780File:King Voi IV.jpg2018-10-14T17:44:46Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1086720Bestiary (Sfartalheim Supplement)2018-09-21T16:51:55Z<p>Sailus: </p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
[[File:Vilda Jeagen.jpg|300px|thumb|left|The less elaborate depiction of the Dark Ones who would strike fear into the heart of peasants and warriors alike.]]<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
== Nix ==<br />
<br />
[[File:Nix.jpg|200px|thumb|right|They are not the fabled Merfolk of the seas but more so a vicious predator the hunts unassuming fishers.]]<br />
<br />
(Also known as Neck or Nikker or Nokke or Näck or Näkki)<br />
They are a type of aquatic monster that first appeared as far back as 300 years Before Transition which is almost 1700 years ago. It is known that some claim them to be water spirits, but the reality of the matter is they are a physical type of shape-shifting creature who preys upon the weak, foolish, and young who wonder near rivers they inhabit. They might seem humanoid but their legs are replaced with a fishtail, webbed hands, and teeth as large and sharp as sharks. When attacking the eyes also become totally black lacking an iris and another dangerous feature is they seem to be able to track blood underwater. Monster-Hunters known as "Viedzhmin" in Tallia were the first to the notice that much like Werewolves and Vampires, they were easily poisoned by silver as well. From the Viedzhmin was the long tradition of silver blades and arrow or bolt tips. Later experimentations within the Vilhelm Society at Nurrenborg has found out that they have a fatal allergic reaction to hornet stings and cactus juice. It is recommended that fire is the best way to scare them off but luring them to be burned with enchanted oil set upon the water's surface also works as well.<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1086716Bestiary (Sfartalheim Supplement)2018-09-21T16:44:20Z<p>Sailus: </p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
[[File:Vilda Jeagen.jpg|300px|thumb|left|The less elaborate depiction of the Dark Ones who would strike fear into the heart of peasants and warriors alike.]]<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
== Nix ==<br />
<br />
(Also known as Neck or Nikker or Nokke or Näck or Näkki)<br />
They are a type of aquatic monster that first appeared as far back as 300 years Before Transition which is almost 1700 years ago. It is known that some claim them to be water spirits, but the reality of the matter is they are a physical type of shape-shifting creature who preys upon the weak, foolish, and young who wonder near rivers they inhabit. They might seem humanoid but their legs are replaced with a fishtail, webbed hands, and teeth as large and sharp as sharks. When attacking the eyes also become totally black lacking an iris and another dangerous feature is they seem to be able to track blood underwater. Monster-Hunters known as "Viedzhmin" in Tallia were the first to the notice that much like Werewolves and Vampires, they were easily poisoned by silver as well. From the Viedzhmin was the long tradition of silver blades and arrow or bolt tips. Later experimentations within the Vilhelm Society at Nurrenborg has found out that they have a fatal allergic reaction to hornet stings and cactus juice. It is recommended that fire is the best way to scare them off but luring them to be burned with enchanted oil set upon the water's surface also works as well.<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1080928Bestiary (Sfartalheim Supplement)2018-09-06T20:26:18Z<p>Sailus: /* Vilda Jeagen */</p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
[[File:Vilda Jeagen.jpg|300px|thumb|left|The less elaborate depiction of the Dark Ones who would strike fear into the heart of peasants and warriors alike.]]<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Bestiary_(Sfartalheim_Supplement)&diff=1080926Bestiary (Sfartalheim Supplement)2018-09-06T20:21:43Z<p>Sailus: Created page with "== Vilda Jeagen == It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Rid..."</p>
<hr />
<div>== Vilda Jeagen ==<br />
<br />
It is also known as Nakt Gaist, Schvaz Ridder, and the Dark Ones. The former two names respectively translated into Common as "Night Ghosts" and "Black Riders". There are tales of these heavily armored warriors descending from the sky during twilight to attack settlements. Their oldest name of Vilda Jeagen comes from Althochalimanisch which records them as "Evil Hunters" back when the monk Edrikt chronicles them in 1262 AT. The name Nakt Gaist was adopted from local Rheenisch folklore about phantoms which come down from the heavens after sunset to abduct kids. Schvaz Ridder comes from a Skanzen oral history of an ill omen where the sky turns pitch black and riders gallop forth to kill people in oil-soaked armor. The depictions of their mounts are said to be anything from strange muscular unicorns to decaying undead horses and other times, eldritch metal things. Likewise, their armor can be anything from the oily black plate armor, dark leathery suits, or bones painted black covering them. Seen often with strangely curved swords and light beams coming from them which can cause a person to spontaneously combust. Bullets do little to nothing to deter them and arrows or bolts get knocked away by a low-pitch sound coming from their armor. As mysterious as they are deadly, rarely does anybody survive an encounter with the Vilda Jeagen. This band of warriors has been attacking villages and even towns for the last 300 years. What is odder is their seemingly random reason to spare specific individuals and abduct children. Shaped in a manner similar to Elves or Humans there is almost nothing known about them other than they don't appear to be inhabitants of this realm. Going so far as to hire mages to track them down, one Jutisch noble investigated a village in the aftermath of an attack. There his mages told him, "Other than the burning huts, we can't find any evidence, magical or otherwise, that they even exist."<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Sfartalheim_(5e_Campaign_Setting)&diff=1080921Sfartalheim (5e Campaign Setting)2018-09-06T18:38:39Z<p>Sailus: /* Setting Information */</p>
<hr />
<div>== Presently ==<br />
<br />
The Continent is in a state of turmoil as ancient knowledge is being rediscovered and the march of progress takes a step backward. Religious wars flares up in the wake of one contraventional monk that threaten to tear the realms apart. The idea of nationalism takes root among the races who live under vast empires who care not of cultures. External invaders are a constant worry as the Orcs make ready to invade the Continent again. Mercenaries once hired by the monarchies now turn to banditry to make money. Wild beast also seem to roam the countryside and it seems the last wave of the Dark Plague will hit the realms shortly when the eastern lands have already reported high death tolls. Endless wars have turned the once fertile lands in the middle of the Continent into the barren fields with most of the residents in these times just along for the ride. <br />
<br />
The world is mostly based on the [https://en.wikipedia.org/wiki/Renaissance Renissance] and the [https://en.wikipedia.org/wiki/Iliad The Iliad] when it comes to tone or how one should set the mood.<br />
<br />
=== Setting Information ===<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>Players Guide</BIG><br />
<br />
;[[Sfartalheim Classes|Classes]]<br />
:This is meant to show how classes would act differently from the player's handbook.<br />
<br />
;[[Sfartalheim Races|Races]]<br />
:Races have various different cultures and histories for those that live in separate regions of the Continent.<br />
<br />
;[[Sfartalheim Magic|Magic]]<br />
:Magic plays an important part in the lives of those that are commonly affected by it. The views of most among the realms on all things magical are more hostile.<br />
<br />
;[[Sfartalheim Religion|Religion]]<br />
:Countless gods have existed since time immemorial with supposedly divine interventions but only the popular ones are still worshipped. <br />
<br />
;[[Sfartalheim World|The World]]<br />
:The independent realms, cultures, and the peoples with the places they inhabit. <br />
:*[[Sfartalheim World#Osterland|Osterland]]<br />
:*[[Sfartalheim World#Sentra|Sentra]]<br />
:*[[Sfartalheim World#Skanza|Skanze]]<br />
:*[[Sfartalheim World#Vesterland|Vesterland]]<br />
:*[[Sfartalheim World#Suthron|Suthron]]<br />
<br />
;[[Sfartalheim NPC|NPC]]<br />
:Notable individuals alive during these times.<br />
<br />
;[[Sfartalheim Bestiary|Bestiary]]<br />
:There are many different magical creatures and monsters that plague the world.<br />
<br />
=== History of the (known) world ===<br />
[[Sfartalheim Calendars|Calendars]]<br />
:This details how the people of the Continent measures time.<br />
<br />
[[Sfartalheim Timeline|Timeline]]<br />
:From right before the beginning of recorded history to the present.<br />
<br />
[[Sfartalheim Socities|Socities]] <br />
:Summaries on the different socities that exist within the realms. <br />
----<br />
{{5e Campaign Settings Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078372Magic (Sfartalheim Supplement)2018-08-31T16:57:05Z<p>Sailus: /* Cursed Races */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Races ==<br />
<br />
[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out they are prone to Werewolf transformation when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to have paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078176Magic (Sfartalheim Supplement)2018-08-31T04:59:55Z<p>Sailus: /* Cursed Ones */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Ones ==<br />
<br />
[[File:Sfartalheim Werewolf.jpg|200px|thumb|left|Even a city-dwelling peasant can make out the Humanoid features.]]<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out the superstability into Werewolf transformation is highest when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
[[File:Sfartalheim Vampire.jpg|200px|thumb|right|With the right makeup, hair, and lie, Vampires can waltz through the court of nobles.]]<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to be paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
[[File:Sfartalheim Dhampir.jpg|200px|thumb|left|Much like Half-Elves, they are the bridge between the Human and Vampiric world.]]<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Sfartalheim_Werewolf.jpg&diff=1078172File:Sfartalheim Werewolf.jpg2018-08-31T04:50:08Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Sfartalheim_Vampire.jpg&diff=1078171File:Sfartalheim Vampire.jpg2018-08-31T04:49:25Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Sfartalheim_Dhampir.jpg&diff=1078170File:Sfartalheim Dhampir.jpg2018-08-31T04:48:53Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078169Magic (Sfartalheim Supplement)2018-08-31T04:48:17Z<p>Sailus: /* Cursed Ones */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Ones ==<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out the superstability into Werewolf transformation is highest when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. They are known to have the average lifespan of whichever race they used to be. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to be paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078168Magic (Sfartalheim Supplement)2018-08-31T04:46:32Z<p>Sailus: /* Cursed Ones */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Ones ==<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out the superstability into Werewolf transformation is highest when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to be paler skin and retractable fangs but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions. Other than having larger canine teeth, paler skin, and abnormal eye colors, Dhampirs are almost impossible to distinguish from Humans. These features can be easily explained away by spinning a tale of magical interference before birth, exposure to magical radiation after birth, or citing Elven lineage.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078166Magic (Sfartalheim Supplement)2018-08-31T04:37:06Z<p>Sailus: /* Cursed Ones */</p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Ones ==<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out the superstability into Werewolf transformation is highest when the moon is closest to the world, Erda. Those with lycanthropy are known to have larger canine teeth but growing hairier only amongst former Humans. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Humans that have been fully transformed into Vampires are all known to be paler but having Elfish ears or changing eye colors can seem random. Even the eye color change might not be a permanent state as a rare few only changes during draining. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Magic_(Sfartalheim_Supplement)&diff=1078161Magic (Sfartalheim Supplement)2018-08-31T04:25:30Z<p>Sailus: </p>
<hr />
<div>The very nature of magic makes it a mysterious force that people wield <br />
<br />
== Study of Magic ==<br />
<br />
== Magic within the Continent ==<br />
<br />
== Daemonic Use ==<br />
<br />
== Natural Powers ==<br />
<br />
== Arcane Vibration ==<br />
<br />
== Chi ==<br />
<br />
== Elemental Surges ==<br />
<br />
== Divine Intervention ==<br />
<br />
== Cursed Ones ==<br />
<br />
Vampires and Werewolves come from an unknown origin in the same way as Tieflings. All three of these races have existed in parallel with normal Humans for a quite a while. Although it is uncertain if these races were around since the time Humans started appearing in the wild eastern steppes, what is known that there were tales of them after the Elven Empire fell.<br />
<br />
What people can be sure of is that Humans who have been bitten by wolves can contract lycanthropy at a seemingly random chance. Mages studying the Human and Elven body have figured out that blood within them is prone to extreme adaptability on both a physical and mental level. For some reason, the bodily fluid or blood of a wolf but not other canines held something which can trick the body into thinking it is a wolf based on the lunar cycle. It may seem random but the astronomers have found out the superstability into Werewolf transformation is highest when the moon is closest to the world, Erda. There are some who have been able to control their transformation at will years after contraction but it requires self-discipline or training. Untrained transformations end in animalistic rampages where the Werewolf will hunt and eat anything it considers amusing. Trained transformations have people that can retain full motor control but pheromones or magic can trigger them to act like an untrained one. Another way to contract lycanthropy is by surviving a Werewolf bite and this is almost guaranteed to receive the lunar curse. Different from Camp Fever, Poxes, and most forms of Cancer, lycanthropy is sure to be a magical disease.<br />
<br />
Vampirism as a magical disease can only be contracted by Humans for some strange reason. It might be due to the fact Vampires end up being entirely carnivorous where their bodies are unable to digest anything other than meat, milk, and blood. At least for most Elves (Snow Elves don't count) their need for high fruit intake prevents their body from assimilating vampirism as native part of their physiology. With being a Vampire a permanent state of existence, the Elven blood naturally rejects vampirism. Although Vampires are granted superhuman speed, strength, sight, and hearing, they do all share a weakness. Prolong exposure to sunlight can lead to sudden organ failure when a Vampire has been walking around in the day for more than 6 hours. Even staying out in the sun for a few hours on a daily basis can have Vampires develop abnormally fast Skin Cancer. For those that wish to blend into normal society, the most common cause of Vampire death is Skin Cancer. The natural way to contract vampirism is to be bitten by a vampire bat but a Vampire bait draining blood can also give the disease if the Human survives the encounter.<br />
<br />
Vampires and Werewolves coexist by pretending the other doesn't exist. This is largely in part for Vampires avoiding Werewolves when they hunt for animals to drain their blood for vitamins. Using their superior senses, Vampires with the right understanding of social cues can infiltrate nobility and live in relative luxury compared to almost all Werewolves who remain peasants. When untrained Werewolves draw attention to the land they are prowling where a Vampire rules, the said Vampire nobility will attempt to hire monster-hunters and adventures to hunt them down lest it draws the eyes of the clergy. For once the clergy gets involved, inquisitors and vampire-hunters are quick to follow. But openly defying or even killing the inquisitors and vampire-hunters to prevent them from investigating the Vampire aristocracy would bring the wreath of Imperial armies. One of the ways nobles dealt with suspected Werewolves is by knocking them unconscious then dumping their tied body at the nearest Elven reservation. The hope is that either the person transforms to go rampaging far from civilization or get killed by the Wood Elves for trespassing.<br />
<br />
Children born from either both parents being Vampires or Werewolves will not contract the magical disease their parents have. These normal kids must be given the curses just like how their parents contract it. Although a Werewolf parent and a non-Werewolf will birth to a normal kid, the same can't be said with Vampires and non-Vampires. Kids from this Vampiric union are known as Dhampirs. Unlike Vampires that can live to 150 years, Dhampirs can only live to 100 years and their superhuman abilities they inherit are diluted by a pure Human bloodline. Another notable difference is their banishment of the solar weakness but they are weaker to magical radiation and magical addictions.<br />
<br />
---<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1066716Calendars (Sfartalheim Supplement)2018-07-27T21:10:57Z<p>Sailus: /* Fulken Names */</p>
<hr />
<div>== Measuring Time ==<br />
<br />
The earliest known calendar system was supposedly made the Snow Elves who created their lunar calendar back around 5000 BT, although there is little to no evidence to support this. Then around 4800 BT was the 12 month-based system established among the Tukchan cities, called "Solar calendars", which many other civilizations would use. The Suthrian Dwarven city-states would be one such people to adopt it around 4100 BT. While much of the tribes on the Continent would use a lunar calendar in some form, the Islander Elves would create their own mythical 10-month calendar, called the "Losian calendar". They would later switch to the 13-month League calendar which would be replaced with the more modern 12-month calendar copying the Suthrians. This would be known as the "Imperial calendar" implemented (in 1224 BT) by Empress Flaviane and that would be reformed into the "Galatian calendar" under the Galatius Reforms (in 653 BT). The Galatian calendar would be kept alive in Osterland as the Elven Empire fell and many concepts were forgotten. This calendar would become popular amongst the westerners, who were using their traditional lunar calendars after the Kievan tried to conquer Sentra and Vesterland. Emperor Franken (in 336 AT) officially adopts the Galatian calendar to try to improve administration and education within the Rheenisch Empire. <br />
<br />
== Fulken Names ==<br />
<br />
Although the original names of the days and months in the Galatian calendar were almost forgotten, they were kept alive by hermit monks. The ancient names have gone through so many changes as the Solarises kept substituting names to the point that not even the Imperial Elves bother keeping track of the changes near the end. With the crowning then ascension of King Franken as the Divine Elven Emperor, he quickly adopted the old Elven calendar system which emphasizes keeping track of time-based on the sun instead of the traditional Vulken lunar calendar. This was done so he could solidify his standing amongst the urban Elven population as their rightful emperor by acting like the monarchs from the Antique Age. He changed the names as to make it easier on his Fulken population which didn't understand a lick of Alfen. Even the Elves have adopted speaking either Rheenisch, Alimanisch, Ontisch, or Tallian. <br />
<br />
* January = Horeran = Vintermond <br />
* February = Retian = Hornmond <br />
* March = Belluan = Lenzmond<br />
* April = Fertalan = Blumenmond<br />
* May = Kruran = Vundermond <br />
* June = Venaran = Jeagemond<br />
* July = Maxenter = Heumond <br />
* August = Galatius = Aranmond <br />
* September = Trebuber = Valdmond<br />
* Octover = Zaember = Vinemond <br />
* November = Achember = Bludmond <br />
* December = Solember = Helgalamond<br />
<br />
== Seasons ==<br />
<br />
== Imperial Holidays ==<br />
<br />
== Pentarchist Holidays ==<br />
<br />
== Elashii Holidays ==<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1066714Calendars (Sfartalheim Supplement)2018-07-27T21:09:36Z<p>Sailus: /* Vulken Names */</p>
<hr />
<div>== Measuring Time ==<br />
<br />
The earliest known calendar system was supposedly made the Snow Elves who created their lunar calendar back around 5000 BT, although there is little to no evidence to support this. Then around 4800 BT was the 12 month-based system established among the Tukchan cities, called "Solar calendars", which many other civilizations would use. The Suthrian Dwarven city-states would be one such people to adopt it around 4100 BT. While much of the tribes on the Continent would use a lunar calendar in some form, the Islander Elves would create their own mythical 10-month calendar, called the "Losian calendar". They would later switch to the 13-month League calendar which would be replaced with the more modern 12-month calendar copying the Suthrians. This would be known as the "Imperial calendar" implemented (in 1224 BT) by Empress Flaviane and that would be reformed into the "Galatian calendar" under the Galatius Reforms (in 653 BT). The Galatian calendar would be kept alive in Osterland as the Elven Empire fell and many concepts were forgotten. This calendar would become popular amongst the westerners, who were using their traditional lunar calendars after the Kievan tried to conquer Sentra and Vesterland. Emperor Franken (in 336 AT) officially adopts the Galatian calendar to try to improve administration and education within the Rheenisch Empire. <br />
<br />
== Fulken Names ==<br />
<br />
Although the original names of the days and months in the Galatian calendar were almost forgotten, they were kept alive by hermit monks. The ancient names have gone through so many changes as the Solarises kept substituting names to the point that not even the Imperial Elves bother keeping track of the changes near the end. With the crowning then ascension of King Franken as the Divine Elven Emperor, he quickly adopted the old Elven calendar system which emphasizes keeping track of time-based on the sun instead of the traditional Vulken lunar calendar. This was done so he could solidify his standing amongst the urban Elven population as their rightful emperor by acting like the monarchs from the Antique Age. He changed the names as to make it easier on his Vulken population which didn't understand a lick of Alfen. Even the Elves have adopted speaking either Rheenisch, Alimanisch, Ontisch, or Tallian. <br />
<br />
* January = Horeran = Vintermond <br />
* February = Retian = Hornmond <br />
* March = Belluan = Lenzmond<br />
* April = Fertalan = Blumenmond<br />
* May = Kruran = Vundermond <br />
* June = Venaran = Jeagemond<br />
* July = Maxenter = Heumond <br />
* August = Galatius = Aranmond <br />
* September = Trebuber = Valdmond<br />
* Octover = Zaember = Vinemond <br />
* November = Achember = Bludmond <br />
* December = Solember = Helgalamond<br />
<br />
== Seasons ==<br />
<br />
== Imperial Holidays ==<br />
<br />
== Pentarchist Holidays ==<br />
<br />
== Elashii Holidays ==<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1066696Calendars (Sfartalheim Supplement)2018-07-27T20:11:03Z<p>Sailus: </p>
<hr />
<div>== Measuring Time ==<br />
<br />
The earliest known calendar system was supposedly made the Snow Elves who created their lunar calendar back around 5000 BT, although there is little to no evidence to support this. Then around 4800 BT was the 12 month-based system established among the Tukchan cities, called "Solar calendars", which many other civilizations would use. The Suthrian Dwarven city-states would be one such people to adopt it around 4100 BT. While much of the tribes on the Continent would use a lunar calendar in some form, the Islander Elves would create their own mythical 10-month calendar, called the "Losian calendar". They would later switch to the 13-month League calendar which would be replaced with the more modern 12-month calendar copying the Suthrians. This would be known as the "Imperial calendar" implemented (in 1224 BT) by Empress Flaviane and that would be reformed into the "Galatian calendar" under the Galatius Reforms (in 653 BT). The Galatian calendar would be kept alive in Osterland as the Elven Empire fell and many concepts were forgotten. This calendar would become popular amongst the westerners, who were using their traditional lunar calendars after the Kievan tried to conquer Sentra and Vesterland. Emperor Franken (in 336 AT) officially adopts the Galatian calendar to try to improve administration and education within the Rheenisch Empire. <br />
<br />
== Vulken Names ==<br />
<br />
== Seasons ==<br />
<br />
== Imperial Holidays ==<br />
<br />
== Pentarchist Holidays ==<br />
<br />
== Elashii Holidays ==<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1066694Calendars (Sfartalheim Supplement)2018-07-27T20:09:06Z<p>Sailus: </p>
<hr />
<div>== Measuring Time ==<br />
<br />
The earliest known calendar system was supposedly made the Snow Elves who created their lunar calendar back around 5000 BT, although there is little to no evidence to support this. Then around 4800 BT was the 12 month-based system established among the Tukchan cities, called "Solar calendars", which many other civilizations would use. The Suthrian Dwarven city-states would be one such people to adopt it around 4100 BT. While much of the tribes on the Continent would use a lunar calendar in some form, the Islander Elves would create their own mythical 10-month calendar, called the "Losian calendar". They would later switch to the 13-month League calendar which would be replaced with the more modern 12-month calendar copying the Suthrians. This would be known as the "Imperial calendar" implemented (in 1224 BT) by Empress Flaviane and that would be reformed into the "Galatian calendar" under the Galatius Reforms (in 653 BT). The Galatian calendar would be kept alive in Osterland as the Elven Empire fell and many concepts were forgotten. This calendar would become popular amongst the westerners, who were using their traditional lunar calendars after the Kievan tried to conquer Sentra and Vesterland. Emperor Franken (in 336 AT) officially adopts the Galatian calendar to try to improve administration and education within the Rheenisch Empire. <br />
<br />
== Galatian Names ==<br />
<br />
== Seasons ==<br />
<br />
== Imperial Holidays ==<br />
<br />
== Pentarchist Holidays ==<br />
<br />
== Elashii Holidays ==<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1065915Calendars (Sfartalheim Supplement)2018-07-24T20:13:14Z<p>Sailus: /* Measuring Time */</p>
<hr />
<div>== Measuring Time ==<br />
<br />
The earliest known calendar system was supposedly made the Snow Elves who created their lunar calendar back around 5000 BT, although there is little to no evidence to support this. Then around 4800 BT was the 12 month-based system established among the Tukchan cities, called "Solar calendars", which many other civilizations would use. The Suthrian Dwarven city-states would be one such people to adopt it around 4100 BT. While much of the tribes on the Continent would use a lunar calendar in some form, the Islander Elves would create their own mythical 10-month calendar, called the "Losian calendar". They would later switch to the 13-month League calendar which would be replaced with the more modern 12-month calendar copying the Suthrians. This would be known as the "Imperial calendar" implemented (in 1224 BT) by Empress Flaviane and that would be reformed into the "Galatian calendar" under the Galatius Reforms (in 653 BT). The Galatian calendar would be kept alive in Osterland as the Elven Empire fell and many concepts were forgotten. This calendar would become popular amongst the westerners, who were using their traditional lunar calendars after the Kievan tried to conquer Sentra and Vesterland. Emperor Franken (in 336 AT) officially adopts the Galatian calendar to try to improve administration and education within the Rheenisch Empire. <br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Timeline_(Sfartalheim_Supplement)&diff=1065898Timeline (Sfartalheim Supplement)2018-07-24T19:34:59Z<p>Sailus: /* 1500 BT */</p>
<hr />
<div>== On the subject of history ==<br />
<br />
''We can learn from history, but we can also deceive ourselves when we selectively take evidence from the past to justify what we have already made up our minds to do.''<br />
''' ~ Margaret MacMillan''' <br />
<br />
The Continent is a world where it can honestly be hard to keep track of if not written down. The sequences of events which have led up to the moment causing the setting to act the way that it does have no context without the history to back it up. There will be contradictory things taken as facts where truth, lies, and the common belief is blurred beyond recognition. For whoever makes history are the ones that are left standing to tell the tale.<br />
<br />
== Before 3000 BT ==<br />
<br />
5000 BT(?): Jotuns, the supposed ancestors of the Snow Elves in Skanii religion, were banished from their home realm for some unknown reason.<br />
<br />
4900 BT(?): Sifon expands into a city becoming the first city-state.<br />
<br />
4800 BT(?): Apparently, Gnomes started migrating south from Skanza for some reason and made the first contact with the Elves and Dwarves. <br />
<br />
4700 BT(?): The city-state of Karga conquers surrounding cities and becomes the first known empire.<br />
<br />
4600 BT(?): Kargen troops finally conquered Sifon after a bloody 20-year war using a bio-magical weapon called "Sarti Tange". <br />
<br />
4500 BT(?): Halflings began building permanent settlements in the Bask Range. <br />
<br />
4400 BT(?): Kargen Empire reconquered Sifon then melts down the Sifonian idols to prevent them contacting their Gods. <br />
<br />
4300 BT(?): Mithreum's Anguish, demigod Suthron Elf with super speed, supposedly emptied a part of the Unzer Meer with a bucket to allow the Elven Isles to expand and resend the waterline. <br />
<br />
4200 BT(?): Unknown "fleshy" raiders from the west came by sea to cause the total collapse of the state-regulated economy of the Kargen Empire.<br />
<br />
4100 BT(?): Tuken Empire is founded following the successor states of Sifon and the Kargen Empire imitators being annex by the Tuken tribe.<br />
<br />
4000 BT(?): The Dwarven city-states of the Suthron coast form a coalition to fend off the invading Tuken Empire, and successfully halt all military expansions of the Drucharii to the west.<br />
<br />
3900 BT(?): Drucharii introduces a government monster-hunter corporation as part of a wider economic reform. <br />
<br />
3800 BT(?): Welfare programs and farming subsidies raise the average living standards of Tuken subjects, the imperial government funds them by launching invasions to the unknown east. <br />
<br />
3700 BT(?): The last known attempted invasion by the Tuken Empire as an army of 500,000 march up north through Caser mountains. It ended with a dead Drucharii God-Emperor which led to the 12th Major Drucharii Civil War.<br />
<br />
3600 BT(?): Suthron Dwarven colonies are founded along the coast of modern Eier and Voolon. <br />
<br />
3500 BT(?): The last of the Tuken Empire successor states would be annexed by either the Suthron Dwarven states or the Abbynic tribes.<br />
<br />
3200 BT(?): Few of the Islander Elves began a trade war with the Suthron Dwarven states. <br />
<br />
3100 BT(?): Dwarven colonies in Voolon fends off Suthron armies after declaring independence. Dwarven colonies in Eier were annexed the local Elven or Gnome tribes.<br />
<br />
== 3000 BT ==<br />
<br />
3000 BT(?): Warlock summoning goes wrong to cause the fabled island of Losnis to sink due to assumed angry Alfen Gods. <br />
<br />
2762 BT: Lydian failed invasions to take all overseas colonies after being granted independence by their former overlords, anger the other Suthron Dwarven states and forces Inteoch to declare war to break Lydia's hold over naval trade. <br />
<br />
2764 BT: Immolation of Flikenfin the philosopher after his anti-war speeches to broker peace between Inteoch and Lydia. The Lydian government intensified their war effort to counteract the speeches with anti-Intoch plays. <br />
<br />
2608 BT: The Suthron Wars comes to a close with Lydia and Inteoch signing the Pact of Eternal Friendship under a mythical iron vain.<br />
<br />
== 2500 BT ==<br />
<br />
2509 BT: The Pact of Eternal Friendship is broken when Lydia defects to join the Samian Kingdom in an attempt to regain a monopoly of all trade over the Suthron coastline. <br />
<br />
2443 BT: The Samian Kingdom finishes conquering the Dwarven city-states of Suthron but doesn't try to venture east to take the Dwarves ruling over former Tuken provinces. <br />
<br />
2327 BT: Following counterfeit currency circulating the Tuken-Dwarven successor states, famines break out in some places and governments collapse to end up as warring states. <br />
<br />
2334 BT: Samian Empire finishes annexing the last of the Tuken-Dwarven successor states. <br />
<br />
2185 BT: Samian Emperess Gwinela the Usurper ends up being assassinated by the Samian Life Guard starting the Suthrian Dark Age. It leads to warring Dwarven states and invading Abbyic tribes who kick out the Dwarves from former Tuken lands. Dwarven runes are all but forgotten at the end of the Suthrian Dark Age.<br />
<br />
== 2000 BT ==<br />
<br />
1853 BT: Ilydrium, the city of exiled Islander Elves, is founded by the twin sisters Klaudia and Kassia. <br />
<br />
1727 BT: Ilydrians launches proxy wars to allow them to intervene and annex Islander Elven cities who ask for their assistance. <br />
<br />
1614 BT: Ilydrium threatens to invade all their former Elven trade partners unless they end the embargo.<br />
<br />
== 1500 BT ==<br />
<br />
1498 BT: The foundation of the Elven Polis League to end the Ilydrian threat of trying to rule over all of the Elven Isles.<br />
<br />
1325 BT: After an electoral gridlock, the Succession Wars began as every major noble house fights to take the title of "Solaris" to implement a dictatorship. <br />
<br />
1289 BT: The Succession Wars end with the latest Solaris, Flaviane Maxentius, refusing to step down from office then dissolving both Lords' Chamber and the League Assembly. This effectively ends the oligarchic period of the League and transitions to form the Elven Empire. The founding dynasty is from House Maxentian.<br />
<br />
1153 BT: Odonata began writing ''Comintarii di Belis Occitalis'' while she governs Minor Marsailis and starts her war to exterminate the Halflings. House Klaudian divert more resources to support Odonata and other parts of the frontier near the Rheen. <br />
<br />
1150 BT: The success of colonizing Minor Marsailis prompts the House Kassian to bribe Aurilia to be granted governorship for colonizing Rheenland. <br />
<br />
1146 BT: Elven colonies are established along the sea in the south and along the Rheen. Orcish and Dwarven raids from Sentra are halted by a line of forts along the Rheen and military highways.<br />
<br />
== 1000 BT ==<br />
<br />
998 BT: House Kassian overthrows the reigning dynasty with troops marching into Ilydrium and cutting off all communication from the capital island. <br />
<br />
997 BT: All of House Maxentian are killed and the government is purged of all the old guards. Aurilia Kassia is crowned the new empress of the Elven Empire.<br />
<br />
996 BT: House Klaudian, after a failed assassination of Empress Aurilia, attempts to overthrow the ruling dynasty. This starts the "Age of the Empire at War".<br />
<br />
994 BT: Odonata Klaudia unexpectedly dies due to a bug bite while leading an army to chase down fleeing Kassian troops.<br />
<br />
992 BT: House Kassian reestablishes order and offers House Klaudian protectorship.<br />
<br />
986 BT: House Minian unifies minor nobles of the frontiers to rebel against House Kassian.<br />
<br />
834 BT: House Minian is expunged from all records and the colonial rebels are put down.<br />
<br />
775 BT: The Elven Empire starts a campaign to colonize Sentra after labor efforts run short for building Vester colonies. Race-based enslavement was strictly enforced by House Klaudian to expand their estates. Minor House Xander tries to overthrow House Kassian by sailing their troops dangerously close to Ilydrium but was stopped by a freak storm before they could land. the surviving half of the invasion force turns back to land then declare Brantia Xander the new Solaris. <br />
<br />
651 BT: Emperor Galatius is crowned the new Solaris and adopts his nephew as a son. The last of the continental Elven tribes either submit as colonials or flee to Skanza. The Elven Empire finishes conquering Sentra and the last of the Orcs, Gnomes, and Dwarves within their border are enslaved. No minor houses will try to take the throne from House Kassian and this ends the "Age of the Empire at War."<br />
<br />
== 500 BT ==<br />
<br />
503 BT: Gnome pirates from Eier burn down several colonies along the coast of the western ocean in Voolon.<br />
<br />
498 BT: The Elven Empire tries to send an expedition to subjugate the northern island and has initial success in establishing military outposts. <br />
<br />
497 BT: Another expedition is launched with Empress Juliana personally leading it, it ends with the entire fleet being sunk with Juliana and at least 20,000 other soldiers drowning in a freak storm. <br />
<br />
496 BT: Skoti tribe from northern Eier leads a coalition of other Eierish tribes to drive out the Elven invaders and burn down the outposts. The War of the Crowns starts with both Kludo-Kassian and Bruto-Kassian declaring their successors as Solaris.<br />
<br />
374 BT: House Bruto-Kassian wins the civil war by using the first and only time in the empire's history, a bio-magi weapon that targeted Kludo-Kassian troops and killed Empress Giania. House Bruto-Kassian crowns Adrian as the new Solaris. <br />
<br />
245 BT: The Elven Empire successfully colonize Sentra and prepares to invade Osterland and Skanza. Humans first started appearing in history with the first contact in Imperial elven records, saying that the race come from beyond the unknown east in a different realm. <br />
<br />
244 BT: Hiring local mercenaries to fight other other Ostlanders, the Elven Empire relax the race-based enslavement to employ foreign races. Initial battles between the Snow Elves and Imperial Elves resulted in the tribal armies being crushed. <br />
<br />
221 BT: Disorganized small slave revolts are led by foreign mercenaries pop up in Sentra, they are quickly extinguished by foreign mercenaries hired by the empire. Southern Skanza is slowly taken from the Snow Elves and other tribal Elves or Dwarves driven from Sentra. The Skanzan tribes launch suicidal attacks burning down colonies and a battle resulting in 40,000 Imperial Elven soldiers being crippled. <br />
<br />
219 BT: The Elven Empire begins evacuating all troops north of Sentra after a bloody guerrilla campaign killed 3 armi's worth of troops. Most of Osterland has been subjugated by the empire and a series of fortified colonies were built near the border. <br />
<br />
161 BT: 2 major slave revolts are organized in Vesterland and Suthron forcing 4 armies to be redeployed away from the frontiers. Later in the same year, Ulatan the Orc forms an alliance with the Human tribes from the east to prepare to invade the Elven Empire. <br />
<br />
160 BT: The Eastern Hoards descent upon Osterland where Dwarven refugees, Human tribes, and Orcish raiders quickly overwhelm the frontier forts. Eierish pirates resume pillaging Onterland, northern Vesterland, and all along Voolon's coast. <br />
<br />
52 BT: 5 armies numbering little more than 50,000 along with 20,000 mercenaries faced off an invading barbarian coalition of at least 120,000 led by Herman the Human. The armi of the Last Alliance of Elves, as it would later be known as, defeated the Orcs and Humans but was too bloodied to guard the frontiers.<br />
<br />
== Year 0 ==<br />
<br />
Ilydrium along with all other islands around it were sunken due to a mysterious raid, consisting of mostly former slaves and barbarians, sacked the capital of the Elven Empire. This happened after a few months after a great naval battle between an Orcish and Elven fleet, which crippled the Imperial Elven Navy in the Bay of Sow. The actual sacking itself had little resistance from the city as one of the guards opened the gates then bagged to spare the people inside the walls. The streets ran red with Elven blood as the raiders cared not for the plea of that defector and killed anybody outside buildings. The ones that survived either ran to the docks to flee or were already on vessels leaving. In the middle of the plunder, looting, and the massacre was a deep low rumbling which many didn't notice until the shaking started to push things over. It all happened in a matter of a few hours but surely and slowly the Elven Islands sunk under the sea with cold efficiency with none the wiser as to why it sunk. <br />
<br />
The resulting destruction of the Elven cities had crippled the administrative head of the vast empire, which would cause vengeful slaves to purge their former masters and invading barbarians to wrestle huge swaths of land from the locals.<br />
<br />
== 500 AT ==<br />
<br />
214 - 251 AT: Emperor Tyranus reforms the Elven Empire in Osterland and from Kiev reconquers all of Sentra up to the Rheen, and takes the Suthron land east of the Lydian River. <br />
<br />
252 AT: Drakens from the east in the form of Tsunon tribes move out from the Ungen mountains to ravage the countrysides around Kiev and Belgrad.<br />
<br />
253 AT: Tsunon tribes fled south to Lienz after a costly victory for the Kievan Elven Legion and the imperial provinces are invaded by the Abbynics and the Rheenland rebelled against the Kievan overlords. Only Inteoch and Vrcossar hold out as a Kievan colony from the invading Abbynic tribes. <br />
<br />
309 - 335 AT: King Franken unify the Rheenland and Occiton then controls all of Sentra except the Ar'Tsuaton Archduchy. Accepts the plea to assist the Palmarman Patriarch to drive out the Kievan army ruling over Inteoch. After the successful campaign, Franken is crowned Divine Elven Emperor, also known as ''Zolares''.<br />
<br />
438 AT: The kingdom of Belograd and Murminsk declares independence from Kiev following botched land reforms.<br />
<br />
574 - 581 AT: The Geats, Jutes, and Nords start their own Skanzen Grove War in an attempt to exterminate the Snow Elves, it ends in a great failure. <br />
<br />
669 AT: Skanzen tribes begin looting, extorting, and trading along the rivers in Osterland. <br />
<br />
702 AT: Elash was founded in the city of Tisifon but The Prophet (along with his followers) was banished from the Tuken Sultanate.<br />
<br />
710 AT: Backed by the Abbynid tribe, The Prophet tries to overthrow Sha Kurash to replace the state religion, The Prophet is imprisoned in the Fortress of Oblivion. <br />
<br />
711 AT: The Prophet escape from the Fortress of Oblivion with a divine miracle (or used a follower as a cushion for his jump from a 10-meter high opening).<br />
<br />
893 AT: After the death of The Prophet, the Abbynids marry into the Ozermans and the Medes to unify the city-states around Medis.<br />
<br />
985 AT: All of the Erg Desert is under the authority of the Abbynids and the Belogradie city of Vrcossar was conquered to announce the formation of the Abbynid Empire.<br />
<br />
== 1000 AT ==<br />
<br />
1080 AT: The largest band of warriors and adventures the Skanzen tribes have ever assembled known as the Great Infidel Army amongst the Eierish or the Nordsk Stur Hird amongst the Skanzen, invades Eier for plunder and farmland. <br />
<br />
1081 AT: Vilamus the Infertile, the Duc of Upper Leeon, hires a grand army of mercenaries to invade Eier to usurp the crown of Eier from Gliheem the Unworthy. <br />
<br />
1082 AT: Following the death of King Gliheem in a Skanzen raid attacking his capital, Anyon the Younger assumes the throne. King Anyon the Great creates a series of forts to fend off the Great Infidel Army in the north while using scorch-earth tactics to turn Vilamus' army against him. <br />
<br />
1124 AT: From the ashes of the Rheenisch Empire, the successor state of Ost Rheenland reforms into the second holy anointed state of the Divine Elven Hegemony under Zolares Gruner the Red.<br />
<br />
1257 - 1298 AT: Abyynids joins a Jihad to conquer Inteoch and the Holy Coast from the ruling Osterlings. They would go on to launch many more Jihads based on the success of the first in an attempt to conquer Buxintum but was repulsed by Samian and Palmarmen armies. <br />
<br />
1373 AT: Strips of land held by the Abyynids after the first Jihad in southern Mustallyon was invaded by the Lyonese at the same time as the Voolon revolted to fight for their independence, from their Lyonese overlords.<br />
<br />
== 1400 AT and the Modern World ==<br />
<br />
In the northern realm of Skanza, Nordium has taken over every other state one at a time until it is powerful enough to form the Skanzan Union. While there is still fighting in Jutmark and Skanii lands, the Nordens effectively rules most of the north. In the south, Suthron is about to boil out into a total war as the uneasy tension between the Drucharii states of the Abyynids and the Tukens. In the east, the Kievans have reunified Osterland and now seek to colonize the unknown east. The Grand Duchy of Mustallyon faces more separatist rebellions in Onterland as the locals allow the province to be annexed by Voolon. The once peaceful island of Eier is now bustling with excitement with discovers from the far south and the icy islands in the north. The Royum di Occiton is answering the Elven Question about the unruly reservations in their realm with the most ruthless way possible. One priest by the name of Zekum has listed 101 reasons why the Pentarchy must reform the religion by abolishing a temple tax and outlawing landed clergy. This has sparked a religious civil war within the Divine Elven Hegemony between the Zekumites and the Pentarchist. Ar T'suaton also faces some problems as well when a rebellion consisting of every non-Draken races unite to overthrow the ruling magi Draken who try to keep a fracturing realm together. <br />
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[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Calendars_(Sfartalheim_Supplement)&diff=1065281Calendars (Sfartalheim Supplement)2018-07-22T00:19:54Z<p>Sailus: </p>
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<div>== Measuring Time ==<br />
<br />
<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064898Religion (Sfartalheim Supplement)2018-07-19T16:02:24Z<p>Sailus: /* Zekisum */</p>
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<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
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Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|The red rose was a later symbol adopted to easily distinguish Zekumite troops from the Pentarchist during the Imperial Wars of Religion. ]]<br />
<br />
Johannes Zekum was a wander cleric Dwarf from Rheenland who used to live amongst monks for a good 30 years of his life. By the time he was 50, he had lived in Franken-onder-Rheen, Nurrenborg, Kollstein, and Magenborg helping folk along his journey. He finally settled down to live a quiet life for the next 3 years in Kranzborg. The years had taught him the corruption within The Temple with the wealth and power of high-ranking priests. How this very same clergy acted like nobles with lands while disregarding the plight of the peasants. Their behavior with arrogance going so far as to not help nobles deal with daemons or warlocks unless there is a hefty temple donation involved. This idea to strip the Pentarchy of all wealth, power, and influence inside the state came from the premise that the clergy would act more holy without luxuries. Another major idea was that Durge was not a god but was similar to an arch-daemon, thus the end of the cosmic war is already determined with Asurhai's victory to usher in a world of harmony. Indeed, once he started distributing copies of his essay (in 1400 AT) Zekisum quickly gained traction among Tallian and Kranzlik nobles. From there on the sect radiated from Kranzborg like wildfire. From the Oster frontier to Magenborg and everything in between, it was the concept of not relying on the Pentarchy from everything as simple as book copying to daemon slaying. Even those of low ranking priests and monks sought major corruption culling and saw Zekisum as a great instrument. Others believed that Pentarchisum was too close to Alfen worship with the acknowledged existence of two gods. Thinking that ridding the thought of Durge as a god would eliminate people from worshipping him. There were some who totally bought into the predetermined outcome of the cosmic war as a great conclusive hopeful ending to the vague answer the Pentarchisum gave.<br />
<br />
For as quick as the sect was spreading, the Temple was already formulating a plan to counteract this dissent. The Pentarchs voted to declare Zekisum a heresy then called a council of the Arch-Preist to discuss a way to stamp out the idea. They passed several new laws Pentarchist states must follow including increasing the Temple tax, outlawing donations to the Temple, establishing Ordo Inquisatoris to hunt heretics, convert Zekumites, censor works, and advise nobles. This would come into conflict between the more militant branches of Zekumites but the sect was initially a peaceful movement to change the religion over the course of centuries. Then came the states who surprised the Pentarchy by not only tolerating but accept Zekisum as the state religion. This would cause many wars between the major powers and within states like the Ontisch War, Lyonese Inquisatoris Wars, Occiton Civil War, Imperial Wars of Religion, Tsuon Revolts, and the Eiersh-Lyonese War. In the end, the well-intentioned ideas of Johannes Zekum would destroy Sentra and Vesterland in bloody conflicts leaving millions dead.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
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Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
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At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
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Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
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The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
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Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
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[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
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Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
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[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
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Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
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[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
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Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
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[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
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Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
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For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
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---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Races_(Sfartalheim_Supplement)&diff=1064756Races (Sfartalheim Supplement)2018-07-18T22:15:55Z<p>Sailus: /* Skanzen Elves */</p>
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<div>== Dragonborn ==<br />
[[File:S Dragonborn.jpg|thumb|right|300px|Not too unlike any other reptile.]]<br />
''Don't be fooled by their scaly skin and lizard-like appearance, they are just as mortal as any of us, no matter what the Tsunon propaganda says. For you see, in all the majesty that they claim to have by being descended of dragons, they forget that dragons are now extinct. The hubris which exist in them will soon bring their own downfall as in the ancient Elven stories have taught us. As shiny as the scales are, it protects them not from bolts and arrows that we'll fill them with. Don't get me started on breathing fire when one claimed to be from dragons, one best be ready to back that claim with a show of flames from one's mouth. At best, the Draken are pale imitations the gods have made to look more like us, at worst, it is a whole lot of gas from their ass to make themselves more important. - unknown Tsunon rebel'' <br />
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'''Ability Score''': Your Strength score increases by 2, and your Charisma score increases by 2 while your Dexterity decrease by 1.<br />
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'''Languages''': Depending on if your character comes from Suthron or north of it, the Suthreans know the Drucharii language group while the northerners know the Draken language group. Although those within the language group can vaguely understand each other, the Draken and Drucharii tounges are unrelated to each other. Thus, the two different groups sound incomprehensible to each other. <br />
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=== Draken Superiority ===<br />
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They can stand up to a rather tall 6 1/2 feet people who are twice as heavy as a Human going up to 300 pounds. Once, a long time ago, they had vibrant different hue of scales that would put Humans to shame. Although, now, due to interbreeding has caused a more uniform colors of red or green than in the past, yet there are still different colors that appear sometimes among the kids. They have four fingers with bird-like talons on each end unlike Elves, Gnomes, Dwarves, and Humans. This sense of superiority which exists in the Dragonborn is the belief that the gods made them in the likeness of dragons. To the Dragonborn, the dragons are wise and powerful creatures worthy of veneration with shrines and temples. Seeing themselves as the descended of these demigods have made them all the more prideful.<br />
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=== Staunch Collectivist ===<br />
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The very name Dragonborn is a catchall term to describe a certain race with multiple names for themselves, one being "Draken" from those that migrated from the east and another is "Drucarii" from the Suthron locals. For most Dragonborn, their natural thought process is to think of the group first rather than themselves. This inherent collectivist suggestion within their mind was an adaptation to survive as a group of predators than selfish loners. Smilier to lions in a way, the ability to create a group capable of doing anything if they work together is the reason why they have established themselves on the world stage. Honor or personal glory matters not if it would put the group in danger. The idea is that the very existence of the group would be put before all else to ensure the survival of as many as possible within said group. Yet, even this line of thinking can be twisted very easily with those who wish to be selfish to have the ability to help others later on. Of course, this later time to help others almost never arrives as the selfish Dragonborn will never find the right time to help others.<br />
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== Dwarf ==<br />
[[File:banker dwarf.jpg|200px|thumb|left|Typical Dwarven banker with a short sword for self-defense.]]<br />
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''She looked to have a runny nose as she stumbled in the tavern carrying God knows how many different things in her backpack. Her name was Greda and she was only staying for the night. As I would later find out when drinking a pint with Greda, she was a short tough little wondering merchant who couldn't afford a wagon or chariot. Thus she ended by carrying all her goods on her back with nobody else to help her as she walked from village to village. This, rather challenging work, was all done so that Greda could have an excuse to stay far from mining, crafting, or banking that the family wanted her to work in. Although it looked like she could handle the weight, what with being covered in muscles much like ever other Dwarf I've met. - Renold Gent''<br />
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'''Ability Score''': Your Constitution score increases by 2 and your Strength increases by 1 while your Charisma decreases by 1. <br />
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'''Hill Dwarf''': All the traits are the same as before, they literally are just Dwarves that live in hills.<br />
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'''Mountain Dwarf''': The more old fashion of the Dwarves, there are no changes to their traits in this setting. <br />
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'''Dwarven Language''': They can speak a universal speech that only Dwarves know, as it was a secret tongue based on Old Dwarven languages used to send messages when they were enslaved in the Elven Empire. <br />
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=== Pure Muscle ===<br />
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Don't be fooled by their short stature, for if one underestimates a Dwarf, one can end up landing on their ass from being slammed. The average height for these peoples is around 4' 5, give or take a few inches, as those in the north are taller while in the south they are shorter. For you see, they are able to not only live with the other taller races but thrive in is due to their muscles. The Dwarven body is born is such as to be able to absorb as much protein as possible from everything they eat to keep the body healthy. Making them have the equivalent strength of an average Human or more. That is the reason why it is unsurprising that some Dwarven families eat beans with meat-heavy diet compared to Gnomes. Sometimes a Dwarf is more than a match in a feat of strength competing with the likes of Half-Orcs. The short height also gives them an advantage in their traditional dangerous work with mining to prevent digging "unnecessarily large tunnels" while still being strong enough to handle moving heavy ores out of the shafts.<br />
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=== Dark History ===<br />
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To be one of the Elder Races is to have the life expectancy of 200 years and bring with it a lot of personal history. Some could trace back their family to the time of the Elven Empire when most of the Dwarven race was enslaved by Alfenheim. There were those that personally took part in the slave revolts back some 170 years ago to then later write about it after the fall of Alfenheim. This perceptive in time makes them have vows of vengeance which is kept even after a century or so, maybe long after the wrongdoer is dead. Many personally remember their once proud underground cities being razed by Elves then told their children. Many remember growing up as slaves for most of their lives then told their children. Many remember taking part in the revolts to free themselves from their Elven oppressors then going to exterminate the Elves then told their children. That is why both the Elves and Dwarves still bring racial tension most of the time they are around each other.<br />
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== Elf ==<br />
''Elves, I plowing hate Elves. They can never be humbled or be taught to act like the rest of us. There is an air of arrogance around them at all times, in the way they stride with their long legs to looking down on the other races. For in their long lives of 200 years they can't see what is right in front of their faces. This is true of the Vesterlings who claim to be the true inheritors of the Elven Empire while still themselves covered in mud and dirt. At least the Osterlings aren't as bad although they have actual records telling if they actually are descended from Imperial Elven nobility, to justify their arrogance. The only exception to this rule is the Skanii who come not from this realm and Half-Elves that are naturally more like us due to being hybrids. - Sabrina Schnider ''<br />
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'''Ability Score''': Your Dexterity increases by 2 and your Constitution decreases by 1.<br />
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'''Languages''': All Elves start off with Common while Elvish, Alt Alf, and Skanii are reserved for their respective sub-races. <br />
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=== Beautiful Facade ===<br />
[[File:Vesterling Elf.png|left|thumb|200px|Some still wear the tribal tattoos from their respective reservations from the time of the fall of the empire.]]<br />
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Coming to a height of around at least 6 feet, short Elves are considered to only be just shy of that height. With a weight of around 130 pounds, even Dwarves think Elves are lighter than Humans. They have non-existent body or facial hair to speak of while sexual dimorphism between the two genders for these peoples is insignificant compared to Humans or Dwarves. Skin color for them can range from anywhere as pale as snow for those that live in Skanza to a tanner tone for ones in Suthron. Although lacking the wider range of skin tones as Human, they do have more hair colors to be born with like white or green. Beyond the simple beautiful appearances of an Elf, as far as Humans and Gnomes consider it, all the other races see Elves as rather unsettling for their graceful precision in all things they do.<br />
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=== Double Lifespans ===<br />
[[File:Snow Elf.jpg|200px|thumb|right|The snow-white hair with fur clothing are commonly seen on most Elves that descend from the frozen north.]]<br />
Elves being able to live around more than twice as long as a Humans would make them wise to an unimaginable degree, yet that would be false. Somehow, the Elves were able to destroy their own empire while ruling most of the Continent within one Elven lifetime. As patient as an Elf can be by biding time, they are still quick to anger, depression, and happiness like those straight out of antiquity. Having lived for a long time, some of them are able to quickly resolve the matter by wiggling themselves out through negotiation or violence before the other party knows what hit them. Many have either ended up living in the woods following the fall of Alfenheim and have a deep seeded hatred for the other races passed down to their children.<br />
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==== Osterling Elves ====<br />
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Those that live in the east are known as "Osterlings", they are the ones who still retain the scrapes of knowledge from the ancient days of the Elven Empire. Most would come from Belogradie Kiev as it is naturally the largest state east of the Diniper. Although, there are some Osterling Elves who live among the nomadic Kazar tribes of the south, forgoing the settled civilized lifestyle of many others. The nickname "High Elves" is also given to them as they have the prestigious bloodlines compared to the Vesterling and Skanzen Elves. They can directly trace their lineage back to the times of the Elven Empire. With dark hair colors like crimson and navy blue being the norm for these peoples, they are a bit different to the earthy colors of Vesterlings and light colors of Skanzen. Compared to other Elves, the other races see them in a warmer light as the most empathetic or noble. This comes from the long tradition of the Osterlings intermingling with the other races that live in Osterland. The most prominent being the more symbolic Elven-Dwarven marriages as a sign of trust between the two families, while this might be the case in many Elven-Human pairings there is still some who are simply lovestruck. Even the Osterling nobles in Belogradie Kiev have a much higher tolerance for infidels and other races than the Vesterlings. Of all of the Elven peoples, Osterlings truly have earned their name as "High Elves" with their ancient arts and cultures retained through the fall of Alfenheim. Then to share the fruits of civilization after accepting the would-be barbarian invaders and potential rebellious slaves as equals. <br />
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'''High Elf Traits''': Most of the traits remain the same as High Elf traits.<br />
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'''Ability Score''': Your Intelligence and Charisma increases by 1.<br />
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'''Osterling Weapons Training''': You have proficiency with rapiers, shortswords, and hand crossbows instead of '''Elven Weapons Training'''.<br />
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'''Alt Alf''': You know the ancient language spoken and written by government officials within the Elven Empire.<br />
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==== Vesterling Elves ====<br />
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Their hair is a more "natural" color like midnight black, hazel or brunette compared to their eastern and northern cousins. Physically, they are most similar to the Osterling than Skanzen Elves. On a more cultural level, the Vesterlings are on the complete opposite spectrum to the Osterlings. Being driven to live in the woods and forests of the west have not taught them the lessons of their ancient arrogance. If anything, this has caused them to not only embrace the ideals of the Elven Empire but strive to create a Pan-Elven realm where all Elves are included. The original flight from their marble cities following the fall of Alfenheim forced them to regress in a manner on par with the barbarian invaders and freed slaves. Fighting for their very survival during the Grove Wars, many of what would become Vesterling Elves were naught but regular citizens who have no experience in fighting. That made them forgo preserving the finer relics and culture of the past to focus on their own self-defense. It comes as no surprise that almost all of them have forgotten "Alt Alf", the universal language used by government officials in the Elven Empire. Darker arts like necromancy and warlocks are reluctantly accepted to ensure the defense of the wooded havens. Earning themselves the nickname "Wood Elves", the other races see them in a hostile light due to their willingness to revive the enslaving Elven Empire while harboring a deep hatred for the other races.<br />
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'''Wood Elf Traits''': All traits remain the same as Wood Elves.<br />
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'''Ability Score''': Your Dexterity increases by 1 and you can increase either Wisdom or Strength by 1. <br />
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'''Elvish''': An artificial language made to allow communication between the different reservations in the west, the other Elven peoples don't start off knowing this language.<br />
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==== Skanzen Elves ====<br />
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As pale as snow itself, even amongst the lighter skin tone races, the Snow Elves are thought to be the lightest of the skin colors. Their hair also matches this trend of pale colors, what with dyed blond and pearly white colors. The reasoning for them being so different from the other Elves is that they aren't related to the Imperial Elves. Around the time of the formation of the Elven Empire to try to unify all the Elven city-states, the Skanzens kept resisting colonization by the Imperials. One must understand that the Skanii culture is totally different from the other Elves in at they aren't natives of the Continent like the Imperials. In fact, by the time the Elven Empire tried to conquer Skanza, the Skanii have just finished migrating from the east to settle the northern realm. Other Elven tribes have also been pushed north to later be assimilated into the Skanzen as the Elven Empire colonized further north and north. Holding personal honor, glory, and kin above all else, the Snow Elves threw themselves in suicidal wars of defense in an attempt to gain immortality through history. For in a Skanzen eye, all else in life had little mean but these three things, honor, kin, and glory, in that order of importance. Honor so that their action is just no matter the cause, kin to keep the family happy and united, and glory so that they wouldn't be forgotten. Called Skanzen in Common, Skanii in their mother tongue, and Drow in Alt Alf (due to them being perceived as being evil and vile under the protection and unified by a dark goddess).<br />
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'''Drow Traits''': All traits are the same as for the Drow.<br />
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'''Ability Score''': Your Strength and Wisdom increase by 1.<br />
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'''Skanii Weapons Training''': You have proficiency with the [[Skis (5e Equipment)|skis]], shortsword, shortbow, and longbow.<br />
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'''Skanii''': You know the language of the ancient northerners.<br />
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== Gnome ==<br />
''Something I've noticed in Gnomish slaves is how difficult it is to break them. Ever the optimist, I can't seem to find a way to tear down their sunny worldview quickly enough. Whipping them, starvation, torture, sometimes even just randomly beating them for no reason, all of it has been for not. One would believe that because they have pointed ears like us it would be easier to understand them as they could be related to us, yet this seems to not be the case. They are rather useful in crafting tiny things like locks or mechanisms compared to the stubby hands of a Dwarf. Maybe I could break up their family in an attempt to gain obedience then test them by forcing them to betray their family. That could work as I haven't tried that before for these tightly-knitted people, it could also blowback on me if they end up in a catatonic state, and that would make them very useless. - Tibria Krassus''<br />
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'''Languages''': You can speak, read, and write Common and Rheenisch. Traditional Rheenisch is written using Dwarven runes but some modern Rheenisch uses Alt Alf letters as it is easier to print things using these letters. <br />
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'''Ability Score''': Your Intelligence score increases by 2 and your Wisdom increases by 1 while your Constitution decreases by 1. <br />
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=== Energitic Lives ===<br />
[[File:Sudmire Gnome.jpg|thumb|left|200px|Living in the swamps and marshes around the realms, they have developed into a different variant compared to city-dwelling Gnomes.]]<br />
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Coming to about only a bit higher than 3 feet and weighing up to 45 pounds, they may seem like an unimpressive lot but don't be fooled. Some of the best adventurers and inventors in the Continent are Gnomes. Originally introduced from Suthron as slaves by the Imperial Elves or migrated from the east near Kazar, they would end up freeing themselves then settling all over the realms after the fall of Alfenheim. The Gnomish tribes would settle down in the different realms, after arriving from beyond the east of Kazar, during the time of the warring Elven city-states. The Snow Elves would start to migrate a century later after the Gnomes finished to make the Gnomes be the second most recent race to settle in the Continent during the Antiquity Age. With their unnaturally pale and light skin tones, they are easily discernible from Dwarves, not to mention their lack of a stocky or muscular build. Although, they do share a common trait of having noses that curve downward like the Elves and Dwarves that live near the sea in Suthron, while their light hair seems to point in every direction as it is hard to keep it flat. Being from Suthron makes the Gnomes have traits that differ from the other local northern races of the realms. Things such as the naturally unkempt hair and bent nose of the Gnomes are almost uniquely Gnomish features. Although some Humans do have naturally wild hair they are by far the minority or those that style their themselves that way. The bent nose too also exist as a rare trait amongst the other races like Elves or Dwarves, even if they live in the east like the Gnomes. Their lighter skin too is found only similar to the Dragonborn of the warmer realms, although this is for completely unrelated reasons.<br />
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=== Wonderlust ===<br />
[[File:Hochish Gnome.jpg|200px|thumb|right|The tough wintery and harsh mountains have forged these Gnomes to become more like Dwarves than anything else.]]<br />
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One of the first things the Elves noticed when their interactions with the Gnomes frequented, it is that they always seem to be happy no matter the circumstance. The Imperial Elves quickly found ways to exploit this when they found out that being alive made them happy if nothing else. Invitations to fests and elaborate traps easily trick many of the old Gnomes into enslavement, if nothing else worked, the Elves would threaten them with death like what happened to the Halflings in Vesterland. Something that shone through the chattel slavery is that even the beatings and whippings did little keep the Gnomes hopeful and happy. This had made some of the Elven master happy to keep them that way as there was almost no chance of escaping in their eyes. Other crueler masters found it annoying as they try to break the Gnomish spirit. After freeing themselves from Elven bondage, many found it a great opportunity not to hunt down their former masters, but to venture to lands unknown from their home. The call to adventure comes naturally to most Gnomes as they would want to leave the comforts of home to see a world of excitement. Others delve into the world of tinkering, magic, and invention as a way to stay home while still finding happiness to grow their craft. <br />
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==== Sudbotal Gnomes ====<br />
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There is a name made to identify a certain sub-race that developed after the fall of the Elven Empire, at least in the Hegemony, they are known as the "Sudboltal". Translated, from Alimanisch and Rheenisch, meaning literally as "Southern Mire", it comes from the tale of a Gnome who live in a swamp of a southern province who was different from those that live in the rocky heights. The original Gnomes that moved to live in dreaded swamps, marshes and mires of the world were those that wanted to live away from outsiders while having a sense of adventure from the dangers of their new homes. Although Sudboltals aren't hostile to foreigners, they wish to remain mostly left undisturbed by the world outside their home. The native dangers of the murky wildlife provide a constant test of reflexes for these Gnomes. Taking all the advantages they can get, most of the Sudboltals have been either taught or encouraged to learn to communicate with small animals to befriend. This friendship the Gnomes would later use to help them live in these dangerous swamps, like critters warning them of an approaching predator. The ones that do know magic, often use illusions to trick outsiders into venturing away from their homes or in self-defense. The total number of the Sudboltals are few compared to the general Gnome population, it is them that practically charted the unknown natural deathtraps of the Continent.<br />
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==== Hochisch Gnomes ====<br />
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The name "Hochisch", coming from Alimanisch, means "Highish" or "High folk". Different from the Rheenisch name for the Gnomes "Hoogisch", which means the same thing. When Alfenheim fell, most of the Gnomes didn't have any real restrictions from simply leaving revolting to move to a safe place, which most of them did. The Imperial Elves didn't have any real authority or power to stop them once the capital sank. To the Gnomes, most of them though that mountains were a great place for daily excitement while still making it be tough for others to try to subjugate them again. Unlike the Dwarves who also live near mountains, the big difference is the most Dwarves are hold up inside the rocky place rather than on the surface. Understandably, this has made the Gnomes be more durable than their swampy cousins due to the harsh climate. One of the things many different Hochisch cultures do is to study the past. Specifically, to try to understand the advanced magical and historical knowledge from the times of the Elven Empire. Their natural close proximity to Moutain Dwarves have allowed them easy access to plenty of metal to tinker and create devices with, not to mention some travel far from home to study the arts of machinery.<br />
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== Halfling ==<br />
''Even compared to Dwarves and Gnomes, Halflings were considered short by that standard. Although, the only written accounts describing them all came from Odonata, the very same Imperial Elven military governor who would go on to exterminate the Halflings. Thus, one must be wary of historical revisionism from one of the few recorded pieces that go into detail about this race before their untimely demise. Often said to be short and fat from eating too much, even giving stories of how parents would eat their own children instead of going hungry for a few days. Thought to be too lazy unless people disturb their daily life, in the governor's case, it was civilization that she brought which angered them. Quick to rebellion, or so how she writes, Odonata was given no choice but to put down all of this backward, sad, and violent race. They are portrayed to be pathetic peoples who bit off more than they can chew. Although, one must remember that this book by Odonata was made to be a propaganda piece back in Alfenheim to keep the state funding her wars. - Espanosa Remerous''<br />
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=== Small Weaklings ===<br />
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What little is there about the Halflings, we know two things for sure about them. First, it was that they didn't call themselves "Halflings", the actual name is either "Ezkafol" or "Escefal" as being called "Halfling" was a demeaning name developed by the Imperial Elves. As the name comes from Odonata who calls them "Mideis", meaning "Half-People", which got popularized when her armei conquered Vesterland. Second, is that they used to live in the Bask mountains in present Voolon. Other than that, all other accounts are rather biased against this forgotten people. The last living member of this race died off long before the fall of Alfenheim. Odonata describes them as such in her book "Comintarii di Belis Occitalis", ''They were a brutish people when Odonata first personally encountered them, although she didn't underestimate them as her grandfather's eyes were pulled by these people. Standing to a little taller than the average Gnome, they looked to be fat compared to either a Dwarf or Gnome. The first thing the local chieftain tried to impress her with is by welcoming the general to his home than showing off his collection of decapitated heads, everything from rivel Mideis to Orcs did he display. It seems they would happily roll around in mud if it means they get to live in their underground hovels as there was plenty of mud which made up the floor. Gathering them for a special religious celebration, wine, and burnt food was brought before them to feed on. They were about to throw a Mideis into a great basket before filling it with rocks then burning it, the weight, smoke, or fire was going to kill him. From then on as the natives cheered, Odonata knew what she must do.''<br />
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=== Extinction ===<br />
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Odonata writes about her reasoning, plan, then execution of ''Letan Mideis'' (translated as "Halfling Ruination") during her governorship of Hispanola. ''At all began with the conspiracy of the barbarians, Odonata's agents had informed her that the Mideis high-chief, Fersingeter, was willing to attempt at a kingship of the west. In order to fulfill this plan, as the last king was ousted by the nobles, he would call together a league of barbarians who would all attack the Elven Empire at the same time. During the time she received this message the plan was already in motion, while the general had no other information present. First, the Mideis would go on to hunt down then kill every citizen in the colonies of Artis and Edinera, each respectively located just east and west of the Bask range. With the aid of Hill Dwarves no less, then came the Dwarven raider from Sentra and Gnomish pirates from the northern island. There was not enough time to deal with all these threats at once for her, thus Odonata turned to magic. The magi conjured large quantities of vile diseased bombs for her warriors to use. Similar to the way she used them against Dwarven cities, the clay bombs shatter to release a magical lethal illness that specifically targeted the Mideis. She didn't believe that the effects would be as destructive as the magi said before she saw the result, bodies, and blood so high in their villages that it made her soldiers slip. Knowing that a job can't go half finished, she tirelessly slew the last of the Mideis. When the last of this vile race died off the other threats melted like snow in a summer's day.''<br />
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== Half-Elf ==<br />
''"What happens when you take the best and worst of both worlds? Well, you get the Half-Elves, as they receive the weaken strengths of both and the lessen weaknesses as well. Now, the fact that they can grow beards is a bonus, if you know what I mean. But not to stray far from the topic, one of the things they can do is either gracefully blend in as a short Elf, or cowshite their way through as a tall Human. If you think about it, Half-Elves don't really have an advantage, just a different set of perks, unlike their parents."''<br />
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''"But, aren't you a hybrid too?"''<br />
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''"Shush, nobody else needs to know."'' <br />
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''- Jennyver Fedlimid the Play'' <br />
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=== Mixed Bloodlines ===<br />
[[File:Auszider Half-Elf.jpg|thumb|200px|right|The Ausborem is a catchall term for any type of Half-Elf who comes not from Osterland. Skanii hybrids are the largest group to be included in this.]]<br />
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Coming to an average 6 feet, the Half-Elves are seen to be tall by Human standards and short by Elven standards. Inheriting the Elder lifespans of their Elven blood to live around 150 years old, they more than outlive their Human parent and Gnome acquaintances who die around 70. Some even acquire the different hair colors and stocky build from their parents. Depending on the realm that they live in, a Half-Elf can have noble privileges or sent to be publicly executed by religious zealots. By their very nature, the Half-Elf can seem impatient by Elves while still being precise compared to Human. That fact is the reason why many Half-Elves go out of their way to move away from the comforts of home to prove themselves. Those that live in the east are seen by most to have an inherent nobility about them while the ones in the west are viewed in a hostile light. The westerners still remember the threat of a powerful Elven realm inflicted upon the other races and fear an offspring of a Human with an Elf. Being able to understand both Elven and Human worldviews have allowed these hybrids to also be better at negotiations. Unless facing the most fanatical of enemies, a Half-Elf is able to come to an understanding then defuse the situation. Should the hybrid be able to hide the fact they are partially Elven, they often coming in as diplomats and ambassador for political or judicial disputes.<br />
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==== Osterling Hybrids ====<br />
[[File:Osterling Half Elf.jpg|thumb|left|250px|The more common of the hybrid bloodlines, many Half-Elves can trace their family back to Osterland.]]<br />
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Many of the eastern hybrids come from a long line of families that would have probably intermarried between Humans and Elves. In some cases when a family believed that they've heard of the first Half-Elf child in their bloodline, it can be the case that there was another Half-Elf older in their history that they've forgotten. Adopting the natural enduring traits from their Human parent while retaining the prestigious aura around them with their Elven blood. Many of the other races both inside and outside of Osterland carry over the positive view of Osterling Elves to their hybrid children as well. It also helps that many of the Osterling Hybrids, whether it be noble or commoner, do emphasize the importance of education. That includes the fact that many of the Osterling Hybrids know the basics of Alt Alf in an effort to read copies of ancient texts preserved after the fall of Alfenheim. Although, the pronunciation of these Alt Alf texts might have been altered due to the fact the last Elf to use the language regularly, died around 1500 years ago. There is something to note when talking about these people, it is that they adopted the natural endurance of the Humans. Some, especially Elves, are amazed by how much of a beating an Osterling Hybrid can take in sparring. Not just negotiators, there are even a few Osterling Half-Elves that have taken the laborious career as smiths and builders. <br />
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'''Half-Elf Traits''': Almost all the traits remain the same.<br />
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'''Ability Score''': Your Charisma score increases by 2, and your Constitution score increases by 1 while your Intelligence score increases by 1. <br />
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'''Languages''': You can speak and write in Common and Alt Alf.<br />
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==== Ausborem Hybrids ====<br />
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The Ausborem name come from the Alimanisch word "Aus" meaning outside and the Tallean word "borem" meaning foreigner. Both the Alimanisch and Tallean live on the frontier where Osterland and Sentra meet to see many Elves migrate from the east to west. It is a term to mean any Half-Elf that doesn't come from Osterland, like a Skanzen, Vesterling, or Suthrean can have this name. Many of these hybrids come from Vesterling origins where the Elves try to isolate themselves from the rest of the realm. That, in turn, has caused a low amount of Half-Elves to exist in the first place even when the Ausborem is in every realm. It also dosesn't help that Vesterling Elves also ostracize the Elf who mingle with Humans, as most see Humans as collaborators who help Dwarves that tried to exterminate the Elven race. Although, still being able to understand the differences between the races due to their heritage, these hybrids have a purer Elven bloodline compared to Osterlings Hybrids. With the higher purity of the Elven blood, they don't retain the more enduring traits of Humans while still not inheriting the weaker frame of Elves. The advantage that they do have is in their greater dexterity due to Elven blood. Ausborem Hybrids are treated differently depending on the realm that they live in. Places like Kiev and Skanza treat them no differently than Osterling Hybrids, with unnecessary extra prestige and respect. While places like in Mustallyon and Abbynid Empire, they are hunted down to be publicly executed. <br />
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'''Ability Score''': Your Charisma score increases by 1, and your Dexterity score increases by 2.<br />
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'''Languages''': You can speak and write in Common while only being able to speak in either Elvish or Skanii.<br />
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== Half-Orc ==<br />
[[File:S Half-Orc.jpg|thumb|200px|left|Orcs see them as skinny, scrawny, or weak-looking compared to a normal Orc.]]<br />
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''I've never seen anything like it in my life, as I write to you, there is an army we are about to face which has the oddest collection of a minority amongst them. There are a group of barbaric warriors who look to be too slender to be Orc but still too bulky to be Human. Some sort of abomination which is the product of a fusion of both the Orcs of old and the new Human invaders. They have the right amount of animal cunning from Humans to not suicidally charge into fights yet still retain enough raw strength to smash us. For that is what happened when a foraging party stumbled upon this new threat, our scouts quickly routed when these monsters brought themselves together to try to encircle our youngsters. Thankfully, there is only a handful of them we've encountered so far in the great infidel army. I fear if we face too many of them, we are sure to flee. - Letters from Brutus''<br />
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'''Ability Score''': Your Strength score increases by 2, and your Constitution score increases by 1 as well as your Wisdom score by 1. Your Charisma decreases by 1.<br />
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'''Languages''': You can speak, read, and write Common and speak Urk-Hai. Although Urk-Hai, the Orcish speech, has no real written form other than writing the approximate pronounced words in Alt Alf letters, even that differs from dialect to dialect. <br />
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=== Weird Body ===<br />
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"Pou-Pafvora" is the oldest known name for Half-Orcs and it comes from the Tallien tribes that fought against the Orcs as they fled west from a great Orcish hoard. Coming to a height of at least 6 feet and growing up to 7 feet or more, they weight somewhere around more than 200 pounds on average. With a skin tone of anywhere from gray, green, or purple hues, these peoples are surprisingly colorful compared to Orcs. The Half-Orc is often the creation of Orcs raping Humans to accidentally impregnate or be impregnated with a hybrid. These things happen when an Orc tribe raids across several different borders to ignore the laws of the realms. Another such instance where this happens is when Human commoner or nobles sent their sons or daughters to serve as political hostages under the front of marriage. The Humans almost never return their original home and would likely be stuck living with the Orcs to raise the offspring. Although there are stories of genuine love between a Human and an Orc, these cases are almost non-existent. The hybrids inherit the traits of endurance from their Human blood while strength naturally comes to them with Orcish heritage. Thought to be the more brutish of all the "understandable" races, they are often sought after as either trophies or warriors. Their strength is considered helpful in the more laborious jobs as builders, miners, and warriors. There are a few that go out of their way to find then spent an exorbitant amount of coin or gifts to hire them as mercenaries.<br />
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=== Harsh Treatment ===<br />
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Accepted by neither Orcish society or civilized realms, the Half-Orcs are often the butt of jokes and blame. Within the Orcish social hierarchy, these hybrids are thought to be impure mutts who can't be trusted with important tasks, unlike a pure Orc. Most end up within the rank of Freemen or their equivalent of the tribe. The Freemen are bearly above the slaves to put things into perspective. Within civilized realms, they are second most persecuted of all the races listed on this page, in terms of brutality and consistency. Most others simply refer to them as "bastards" for their circumstances of birth. Officially, most realms don't actually have laws forbidding Half-Orcs from attaining high ranking positions in either society or the government. This still doesn't prevent the other races from automatically mistrusting Half-Orcs for any sort of superficial reason. Realistically, a Half-Orc would be lucky to become a merchant or be made an officer. The history and fear of the Orcs that haunt the realms of all of the time still linger around the Half-Orc like a shadow. On the other hand, Orcs see the hybrids as mongrels that harbor the treachery and weakness of Humans. To be a Half-Orc is to be considered by many to almost be as bad as Teiflings, except the former isn't thought to be a literal incarnation of evil. Simply a very dumb, strong, and dangerous brute who is a danger to themselves and those around them by their nature.<br />
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== Human ==<br />
[[File:S human.jpg|thumb|200px|right| There are many different appearances for Humans, but in the end, they are too physically similar to have true sub-races like Elves or Gnomes.]]<br />
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''Humans exist with at least one aspect of their lives to have one extreme or the other that they live with. Never are they able to adopt the middle ground as it all comes from their lack of specialization. As these peoples lack the physical strengths of the other races, all except that they seem tireless and can endure laborious tasks for a long time. This has made them ambitious as well, what with them suddenly appearing into history from out of nowhere, then strong-arming their way to become an important race like Dwarves and Dragonborn across the realms. I don't envy them but neither will I pity them, as their short-sightedness have always come back to bite them in the leg. - Detrich Hochpine''<br />
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'''Language''': You can speak and write in Common and a language of your choice. It includes but is not limited to Kievan, Belogradie, Alimanisch, Rheenisch, Jutisch, Nordien, Geatisch, Occiton, Entisch, Ontisch, Valoon, Lyonese, Tsuon, Eierish, Tallien, Skanii, Karzak, Turken, Sudergoder, and Abbynic. <br />
<br />
'''Ability Score''': Your Constitution score increases by 2 and your Intelligence score decreases by 1. All other ability scores increase by 1.<br />
<br />
=== Odd Collection ===<br />
<br />
Coming to anywhere from 5'6 to 6 feet tall on average with the weight of 125 to 250 pounds, Humans are an odd collection of peoples that have arrived recently onto the world. Their skin can be as pale as a Snow Elf to (supposedly) being as dark as a shadow. The hair for Humans can be pale blonds like Elves or midnight black like Orcs. There is no record of Humans even existing back some 3000 years ago compared to the other races like Gnomes, Halflings, Elves, Dwarves, Orcs, and Dragonborn. The other races have been living in Sfartalheim since time immemorial while Humans, Half-Elves, Centaurs, Tieflings, and Half-Orcs are relatively new to this world. What is more troubling for the other races is that nobody knows where Human actually comes from. What little it is known is that the earliest Human tribes claim to be reincarnations from a different world with only Humans inhabiting it and that once they die in Sfartalheim, they will reincarnate back in their old world. They say that it is an endless cycle of death, glory, and happiness to be reborn again and again between the two worlds. Another thing of note is that the oldest sightings of Humans come from beyond the eastern Steeps of the Continent. Although the origin stories for Humans have changed over time as different religions and theories tried to explain the sudden appearance of Humans into the world history.<br />
<br />
=== Master of None ===<br />
<br />
Able to develop extreme stances on life is a rather helpful ability when confronted by extreme circumstances. Their adaptability to changing environments and times have allowed Humans to settle on every part of the Continent from the coldest of the north to the hottest of the south. Even in situations where the odds are stacked against them or hope seems lost, they are able to turn defeat into opportunity. Exploiting the misfortunes of others or themselves, Humans can seem like manipulative bunch when compared to the other races. It is simply in their nature to survive and thrive in any environment by poking holes in a disadvantage then tearing it apart to turn it into their advantage. Without the long lives or presence that the other races have of existing on Sfartalheim for long, these peoples seem to bully their way to essentially cheat to earn a place as one of the civilized races. The lack of natural specialization within their own body might first appear to be a disadvantage until one considers that Humans have an incredible talent to dedicate a lifetime perfecting a field. Being able to create societies with rather extreme worldviews is also useful when competing with hostile neighbors unlike stubborn races being the case with Elves and Dwarves. That is the main difference between the Humans and the other races, it is that they develop radically different cultures with adopting extreme specializations while a Gnome on the opposite side of the Continent might behave the same as any other Gnome. For with Humans, one can be totally natural living in an underground city while another dread stepping one foot in a cave and would much prefer staying inside a tent on a flat open grassland.<br />
<br />
== Tiefling ==<br />
[[File:S Tiefling.jpg|thumb|200px|left|All of them looked cursed to appear as a daemon with two horns on their head and a shade of red or blue skin.]]<br />
<br />
''The funny thing is nobody knows where the Tieflings originated from. I mean back when the tribes moved in from the east, Human babes were being born with two head horns and weird skin colors for no reason it seems. At least, that was the first accounts of this happening that I could find. It was always the same pattern, two horn on their head and a shade of either red or blue skin. The hoofs instead of feet came later and were also apparently random if a Tiefling was born with either Human feet or hoofs. The theologians believe that those born as Tieflings are cursed by the gods as punishment for a crime they will commit later in life, specifically something related to anger the gods. Magi think that some sort of magical disaster in the past caused Humans to be infected by this dormant illness, the only time this illness is active is when a mother conceives a child. - Halmut the Mad''<br />
<br />
'''Language''': You can speak and write in Common and Infernal.<br />
<br />
'''Ability Score''': Your Intelligence score increases by 1, and your Charisma score increases by 1 as well as your Wisdom score increases by 1.<br />
<br />
=== Cursed Family ===<br />
<br />
Long have this race come as the offspring of Humans from the time of the fall of Alfheim. They would always be born with some pair of horns on their head while their skin was a hue of either purple, red, or blue. Coming to around Human height, they may be the more similar in terms of abilities to Humans than any other races. More on the random side is the fact some Tieflings are born with hoofs instead of feet but that was a trait developed long after the destruction of the Imperial Elven capital. No other races have ever experienced something like a seemingly cursed defect to grow into a daemon replica like the Humans. Long have the Humans try to deal with the Tiefling question to hide their embarrassment from the other races. At first, the tribes tried to find and kill any Tieflings at birth. That didn't work as the babies were left to die in a forest which either animals wouldn't kill or a wanderer might adopt. Later on, the policy changed to rounding up all the undesirables in the tribe to live in a cramped place called the ''Sore Camp'' so that they can hide them from the outside world while still working for the tribe. Even that was eventually abandoned when members of said camps kept escaping to, later on, have these places go out of fashion as the leaders didn't bother assigning guards to keep the Tieflings in the Sore Camps. Some still live in a manner not too different from these camps in the form of the city's ghettos.<br />
<br />
=== Social Outcasts ===<br />
<br />
Known to be associated with criminals in all different realms, that often can be a disadvantage in regular conversations for a Tiefling. Yet, this can be used to their advantage in negotiations as they can try to intimidate the other party. With most societies rejecting Tieflings for work in most jobs, many go down a life of crime for quickly attaining wealth. Thus there are many crime families who hire or is led by Tieflings prominent in many realms. This has also led to many Tieflings not trusting other races as said other races would also betray them given the right opportunity. They have also learned the use of the Infernal language from birth due to an unknown reason, for as soon as a Teifling understands the concept of language, they can read, write, and speak in the ancient tongue of the daemons from the different planes of existence. This was often used as a clear sign for Teifling ancestry condemning their offsprings with a pact. Although if this argument was used against a child of nobility they run the risk of being executed for speaking out the ruling nobles. Commoners try their best to avoid employing or even interacting with Teifling in general. This has led to isolated Tiefling communities being formed, as the parents of a Tiefling would send them to live in the ghettos with either a relative or friend who lives in these places. It would also come as no surprise as angry commoners have also blamed Tiefling more than any other race to result in massacres and genocide. Death by immolation and hangings are a fate that Tiefling face if they angered one too many people. <br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064753Religion (Sfartalheim Supplement)2018-07-18T21:59:00Z<p>Sailus: /* Zekisum */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|The red rose was a later symbol adopted to easily distinguish Zekumite troops from the Pentarchist during the Imperial Wars of Religion. ]]<br />
<br />
Johannes Zekum was a wander cleric Dwarf from Rheenland who used to live amongst monks for a good 30 years of his life. By the time he was 50, he had lived in Franken-onder-Rheen, Nurrenborg, Kollstein, and Magenborg helping folk along his journey. He finally settled down to live a quiet life for the next 3 years in Kranzborg. The years had taught him the corruption within The Temple with the wealth and power of high-ranking priests. How this very same clergy acted like nobles with lands while disregarding the plight of the peasants. Their behavior with arrogance going so far as to not help nobles deal with daemons or warlocks unless there is a hefty temple donation involved. This idea to strip the Pentarchy of all wealth, power, and influence inside the state came from the premise that the clergy would act more holy without luxuries. Another major idea was that Durge was not a god but was similar to an arch-daemon, thus the end of the cosmic war is already determined with Asurhai's victory to usher in a world of harmony. Indeed, once he started distributing copies of his essay (in 1400 AT) Zekisum quickly gained traction among Tallian and Kranzlik nobles. From there on the sect radiated from Kranzborg like wildfire. From the Oster frontier to Magenborg and everything in between, it was the concept of not relying on the Pentarchy from everything as simple as book copying to daemon slaying. Even those of low ranking priests and monks sought major corruption culling and saw Zekisum as a great instrument. Others believed that Pentarchisum was too close to Alfen worship with the acknowledged existence of two gods. Thinking that ridding the thought of Durge as a god would eliminate people from worshipping him. There were some who totally bought into the predetermined outcome of the cosmic war as a great conclusive hopeful ending to the vague answer the Pentarchisum gave.<br />
<br />
For as quick as the sect was spreading, the Temple was already formulating a plan to counteract this dissent. The Pentarchs voted to declare Zekisum a heresy then called a council of the Arch-Preist to discuss a way to stamp out the idea. They passed several new laws Pentarchist states must follow including increasing the Temple tax, outlawing donations to the Temple, establishing Ordo Inquisatoris to hunt heretics, convert Zekumites, censor works, and advise nobles. This would come into conflict between the more militant branches of Zekumites but the sect was initially a peaceful movement to change the religion over the course of centuries. Then came the states who surprised the Pentarchy by not only tolerating but accept Zekisum as the state religion. This would cause many wars between the major powers and within states like the Ontisch War, Lyonese Inquisatoris Wars, Occiton Civil War, Imperial Wars of Religion, Tsuon Revolts, and the Eiersh-Lyonese War. In the end, the well-intentioned ideas of Johannis Zekum would destroy Sentra and Vesterland in bloody conflicts leaving millions dead.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
<br />
At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
<br />
Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
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Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064742Religion (Sfartalheim Supplement)2018-07-18T21:32:30Z<p>Sailus: /* Zekisum */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|The red rose was a later symbol adopted to easily distinguish Zekumite troops from the Pentarchist during the Imperial Wars of Religion. ]]<br />
<br />
Johannes Zekum was a wander cleric Dwarf from Rheenland who used to live amongst monks for a good 30 years of his life. By the time he was 50, he had lived in Franken-onder-Rheen, Nurrenborg, Kollstein, and Magenborg helping folk along his journey. He finally settled down to live a quiet life for the next 3 years in Kranzborg. The years had taught him the corruption within The Temple with the wealth and power of high-ranking priests. How this very same clergy acted like nobles with lands while disregarding the plight of the peasants. Their behavior with arrogance going so far as to not help nobles deal with daemons or warlocks unless there is a hefty temple donation involved. This idea to strip the Pentarchy of all wealth, power, and influence inside the state came from the premise that the clergy would act more holy without luxuries. Another major idea was that Durge was not a god but was similar to an arch-daemon, thus the end of the cosmic war is already determined with Asurhai's victory to usher in a world of harmony. Indeed, once he started distributing copies of his essay (in 1400 AT) Zekisum quickly gained traction among Tallian and Kranzlik nobles. From there on the sect radiated from Kranzborg like wildfire. From the Oster frontier to Magenborg and everything in between, it was the concept of not relying on the Pentarchy from everything as simple as book copying to daemon slaying. Even those of low ranking priests and monks sought major corruption culling and saw Zekisum as a great instrument. Others believed that Pentarchisum was too close to Alfen worship with the acknowledged existence of two gods. Thinking that ridding the thought of Durge as a god would eliminate people from worshipping him. There were some who totally bought into the predetermined outcome of the cosmic war as a great conclusive hopeful ending to the vague answer the Pentarchisum gave.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
<br />
At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
<br />
Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064717Religion (Sfartalheim Supplement)2018-07-18T20:50:30Z<p>Sailus: /* Zekisum */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|The red rose was a later symbol adopted to easily distinguish Zekumite troops from the Pentarchist during the Imperial Wars of Religion. ]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
<br />
At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
<br />
Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064546Religion (Sfartalheim Supplement)2018-07-18T02:57:50Z<p>Sailus: /* Elash */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
Much in the same fashion as Pentarchisum, there is another religion founded by an exteriority individual, Elash. The difference being that this time the belief was monotheistic. There was once a person who also received revelations from the same being known as Asurhai, yet he claimed that this was an old name and wished to be called "Wahy" instead. Neither the gender, race, or name of the person could be discerned but is simply called "The Prophet" by followers. This was due to the fact this prophet inherited a curse that petrified anybody who saw their body and wished for their message to be heard but never who said it. The idea is that a message has to stand on its merits rather than by who espouses it. Due to the anonymity of this person, they are also given the nickname of "1000-Name Prophet" and "Faceless Messenger". <br />
<br />
At first, The Prophet preached about charity, equality, rejecting all other gods but Wahy, and bring about a holy kingdom on Arda. At first, the Sha ruling over the Tukchan thought the complaints from the local nobles hearing of Elash was overexaggerated about a Pentarchist heresy. That was until The Prophet moved to Tisifon then tried to overthrow the government and proclaim Wahy was the only true God. This would fail with many of the leaders amongst the followers being publically executed then banishing The Prophet from the Sultanate. After convincing the Abbynid tribe to convert to Elash then again convince them to back his attempt to establish a theocracy from Tisifon. Returning to the Tukchan Sultanate with an army in 710 AT, this time it ended with the Elashii army being soundly defeated and The Prophet imprisoned in the Fortress of Oblivion. Supposedly with a divine intervention, The Prophet escaped the prison by jumping out of an opening in the wall from 10 meters above the ground. 12 years later, The Prophet would die in their sleep at their house just outside the walls of Medis. <br />
<br />
Writing down many things over the course of 21 years, the most sacred of the text in the Kurer (the Elashii religious text) is The Revelations. These writings were made personally by The Prophet describing the conversations between them and Wahy or the visions shown. The second series of writing are religious laws made to be implemented by any government written either by The Prophet or one of the original followers. The third writings are secondhand accounts and witness testimonies written by followers during or after the life of The Prophet. Elash emphasizes ideas which can be categorized into three groups. The first is the duty of the population to donate to charities instead of the governments forming welfare programs. This is to measure the kindness of the people rather the hearts of their rulers. The second group is the establishment of a holy government, a ruling governing body who's leaders derives from the clergy than the materialistic or morally questionable landed nobility. The third category is equality, from the highest priest to the lowest merchant, all are to be judged based on their merits and their belief in Wahy rather than the class they are born into.<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064513Religion (Sfartalheim Supplement)2018-07-17T23:30:09Z<p>Sailus: /* Elash */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|Dogs are peoples' best friends and in the Elashii case, also those who bring a soul to heaven.]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064511Religion (Sfartalheim Supplement)2018-07-17T23:26:33Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
For almost 2000 years have the Alfen Pantheon lasted as an organized religion. It wasn't until the Elven Empire which sponsored the worship of these gods collapsed, and was the only state to officially establish it as the state religion, did the Alfen Pantheon become a squabbling mess. The first cults for the gods are believed to have sprung up 200 years prior to Ilydrium's foundation. This pantheon would go on to grow and incorporate the many different gods from the Elven tribes on the mainland. Another feature is that most of the gods being female indicate the clear shift from the pre-historic egalitarian society to a more matriarchal one. Indeed, one of the older text amongst the Belasarian cults said, "Hither forth my sons and march to war with the sounds of my drums and hark my daughters! For thou must hasten to be ready when called upon to lead them on the bloody battlefield". Meaning in most aspects of the military, the males are expected to follow, serve, and die by the females' orders or leadership. What is more is that this was a trend becoming popularized in other segments of society as the empire was expanding. By the time near the fall of Ilydrium, the Alfen cults were falling out of favor amongst the citizens as they would experiment by joining foreign cults like Pentarchisum, Tuken hero cults, and Skanii spirit worship. It was the seemingly indifferent or malevolent behavior of the gods which caused Imperial Elves to flock out of normalcy during times of great turmoil. Examples of these times include the "Age of the Empire at War", the failed Skanzen campaign, or the Barbarian Coalition War. Although a shadow of its former self, Alfen worship is stubbornly held out amongst the Vesterling communities in ghettos, groves, and in Osterling estates.<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064255Religion (Sfartalheim Supplement)2018-07-17T00:21:55Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
Belasaria was the first of the gods to appear in history as she was mentioned in tales just prior to when the Islander Elves learned writing. Quickly transcribing the oral stories to clay tablets, the Elves managed to leave behind rather accurate chronical with little variation from the original. Said to be born from the blood pool of Elves who slain each other in the first battles. She came out of the red liquid with blond hair, pale skin, and covered in scale armor. The first thing she did was fashion a sword by beating a mountain into submission with her bare hands, naming the weapon "Gleadis". The second thing she did is wrestle a titanic shadow horse to become her mount. The third thing she did was to loot a golden laurel wreath from the Dwarves who forged it using the submerged Rheengald, after a series of wars where Belasaria punished them for cheating in a tournament. She is often depicted in whatever armor is considered the best at the time and is accompanied by a hawk. The bird is called "Stratagai" and serves as the scout and brings news of all the conflicts in the world. Although she acts stoic more often than not, the sight of blood or gore excites her on the battlefield. Rather a disciplinarian, she will go out of her way to enforce rules within sports as well. Where Hora sees Kruor as unnecessary for mortals, Venaros hates how she interferes in her affairs, Belasaria thinks the death god is cowardly. For the gray god is willing to fight others gods but not willing to slay them. Being the weak-willed character the war god believes her to be. She is said to have killed another unknown god but records to find out this being is almost non-existent. <br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064057Religion (Sfartalheim Supplement)2018-07-16T03:39:41Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray, hair brown and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064056Religion (Sfartalheim Supplement)2018-07-16T03:38:13Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
Krour is the last of the pre-historic gods to be mentioned amongst the first gods. For when Venaros slew the first Elf did the first intelligent being die in the world. The god of death clewed out of the earth as she was born from the dirt, rocks, mud, and minerals of the world. Skin gray and dragon horns sitting on her head, she was bearly recognizable to be based on Elven anatomy except for the pointed ears. When the first peoples died for Venaros' amusement, Krour would frown at the tragic loss of life before beckoning the stars to fill her clay jug with celestial water. She uses this celestial water to wash away the soul from the body to send the spirits to the depths of the sea. If the proper burial or cremation rites are not performed than Krour will do them for the dead but at the cost of those that were supposed to perform them. The cost can be anything from a bruise to being killed themselves or others close to them. Those that are supposed to be doing the rites can be co-workers, friends, family, comrades, enemies, or neighbors who can bury or burn the body. Nicer compared to the two older gods, Krour cares to ease suffering in the world and provide the service of bringing peace to the dead while sending their souls to the eternal darkness. She is usually upset with the other three main gods who holds no value in morals and often outright battles them to prevent a greater loss of life. Many of the cults for the other three gods paint Krour in a negative light calling her the "useless god", "the troublemaker", and "cowardly one".<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064054Religion (Sfartalheim Supplement)2018-07-16T03:06:44Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
Venaros continues the tradition of appearing with horns on her head like her mother, Hora. Most of the tales of the smiling god say that when she climbed out of the Chaos of existence, she had black hair, yellow eyes, and was naked. After willing all the creatures of the realm into existence, the first thing she did was conjure a javelin, the second thing she did was find a great black eagle then killed it. Using the feathers, she fashioned herself a vest and short skirt to warm herself. While making the clothing, Hora appeared before her to ask that if there was any creature which Venaros would spare. "None!" She answered before throwing another spear to kill an Elf a mile away, "Not even my favorite ones". Hora folded her arms before asking, "Not even the majestic winter stag?" Venaros replied by marching off to the far north after adjusting the clothing on her to fit snuggly. Once she arrived in the frozen north in the land of ice, fire, and snow, she lowered her spear when approaching the winter stag. The animal was curious and stood his ground while the god came closer. Once 15 steps from the stag, Venaros immediately threw her weapon to catch the snow white creature in the neck. As he was bleeding out, the god ripped the antlers from his head to crown herself as queen of the hunt. In this process, she gained face markings like a wildcat. <br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064053Religion (Sfartalheim Supplement)2018-07-16T02:31:57Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|Hora the indifferent god of time, space, earth, and wealth.]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|Venaros the smiling god of the hunt, murder, fun, and excitement.]]<br />
<br />
[[File:Kruor.png|200px|right|thumb|Kruor the frowning god of death, darkness, water, and mysteries]]<br />
<br />
[[File:Belasaria.png|200px|left|thumb|Belasaria the stoic god of war, violence, competition, and honor.]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064032Religion (Sfartalheim Supplement)2018-07-15T23:13:30Z<p>Sailus: /* Alf Gods */</p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
<br />
The origins of the Alfen Gods stretch back to before the time of history itself. In the murky annals of ages unmemorable, from the pits of Chaos came the beings who supposedly created the entire world. The first and greatest of these gods was Hora who grew bored with the static nature of the universe then created time to allow the worlds to morphe. From the evolving worlds came Venaros, god of the hunt who grew bored until creating all the creatures of the realm to hunt. After the first Elves where filled with javelins or arrows by Venaros, Kruor sprang forth from the ground to collect the dead then drag the souls down to the depths of the sea. Then when the first Elven tribes settled a dispute by throwing spears at each other and there was bloodshed, the pool of blood served as a cradle for Belasaria, the god of war. <br />
<br />
Although there are little more than 100 gods within the Alfen pantheon, these main four gods receive the most attention from cults and record keepers. We know little to nothing about the other gods but they range from every little aspect of life from farming, traveling, and debauchery to painting. What we do know is that the gods fall into the category of indifference, sadistic, or simply being evil, although this is based on a modern viewpoint which the Elven Empire didn't have. Even these gods had multiple aspects woven into one being like Hora, she happened to rule over time and all inanimate material things. Hora is attributed with decadence, wealth, and arrogance based on other stories she is mentioned in.<br />
<br />
[[File:Hora.jpg|200px|right|thumb|text]]<br />
<br />
Described to have white horns protruding out from just above her forehead, face marked with ritualistic paint, and piercing yellow iris. When not shapeshifting, she is normally dressed in a fine raven feather garb. Interactions between both gods and mortals with Hora seem to indicate that she approaches everybody with an indifference or aloofness which tends to annoy them. Not easily roused anger (or any emotion in fact) as a common theme amongst tales involving her. Another is that she is tirelessly working to achieve some sort of plan and that she has little if any reaction when one of her plans failed. Tales of Hora have existed from before the first Islander Elf understood what writing was. There are three main cults which were founded when the Elven Isles were developing into urban centers. The cult of creation as Hora is seen as the mother goddess who gave birth to time, change, and action itself. There is the cult of wealth for she technically owns the entirety of the universe and all those inhabit it. Then by the fall of the league, the cult of excitement was created by eccentric nobles who wanted an excuse to stave off boredom. These cults practiced such strange rituals like participating in orgies, creating great artworks, and tax evasion. <br />
<br />
[[File:Venaros.jpg|200px|left|thumb|text]]<br />
<br />
[[File:Kruor.png|200px|right|thumb|text]]<br />
<br />
[[File:Belasaria.png|200px|left|thumb|text]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=Religion_(Sfartalheim_Supplement)&diff=1064031Religion (Sfartalheim Supplement)2018-07-15T23:03:14Z<p>Sailus: </p>
<hr />
<div>There are all sorts of religions, spirits, and gods that transcend borders hold sway over the different peoples all over the lands. <br />
<br />
= Worship =<br />
<br />
Praying, worshipping, and praising deities within this world is considered normal or routine daily activity causing very real physical changes in the realms. The act of believing in either the actions of the divine or the beings themselves can cause it to become a reality. The chances of said belief becoming real increases the more fervent and numerous the believers are. Although the Humans didn't know it, their pre-historic pantheon in this world consists of both Celtic and Norse gods. Other races simply refer to them as the Human Pantheon. The Skanii have a still practicing religion of nature spirit or ancestral worship, unlike their other Skanzen neighbors who adopted the Pentarchy. Most Elves either converted to the Pentarchy or retain worshipping their old Alf Gods from the times of the ancient Elven Empire. The Pentarchy was a religion birthed from the struggles of what many believed to be a demigod Human who kicked out the Elven Empire from Inteoch. It is a monolatristic belief system where a righteous and evil god both exist but worshipping either one will tip the balance of the cosmic war. The Elash (meaning "Holy Will") was first thought to be a sect of the Pentarchy until the Elashii rejected the idea of the evil god being a divine being but see it as a supreme demon, calling it Divandan Divae (meaning "Demon of Demons"). There is also the sect of the Pentarchy known as Belogradie Pentarchisum which is mostly followed in Osterland with the religious authority driving from Kiev instead of the Pentarch himself. Last to form but not the least is another sect of the Pentarchy known as Zekisum. These followers reject the authority and influence of the Temple over the daily lives of most people and the governments they live under. Although, the Zekumites mostly follow the same religious interpretation as the Pentarchy.<br />
<br />
== Pentarchy ==<br />
[[File:Hand.png|200px|thumb|left|The approved symbol by the Temple where the five Arch-Priests and holy tenets are represented with the five finger hand.]]<br />
<br />
The origins of the Pentarchist cult derives from a single Human living in Inteoch, Kornos. Although there is little historical information about his early life out of the Vadas (the religious text in which his followers wrote down into a grand collection), we do know he wasn't born inside the Elven Empire. In fact, he recounts growing up amongst the nomadic tribes beyond the Oster frontiers just shy of the Elven border. Coming to adulthood as a mercenary, most of his work revolved around being contracted to the Imperial Elven government. Around the age of 35 (in 160BT), he sheathed his sword and carried his shield to settle down to live a life of a potter in Inteoch. Yet only a year or so within the city, he began to receive visions of a great slaughter in this new city and Kornos developed a disillusion for the Elven Empire. For he was a freeone but like a slave, he was restricted from certain services due to his race. He had money but paid extra taxes for being a foreigner. He lived in the city but the governor could kick out all Human on their whim. There was public sadism even within poorer Elven families who could only afford one slave. Degeneracy with the city's military nobility was rampant leading to coffers being emptied to fund extravagant blood-orgies, and the so-called rulers neglecting the daily affairs of the city. <br />
<br />
Thus, a being called Druge came forth in his dreams to offer unlimited power to raze the city and form a roving band of adventurers to seek glory destroying the decedent Elven Empire. While contemplating this offer, Kornos fell on the floor of his apartment to violently shake. The world around him couldn't be sensed but a being named Asurhai approached him. This being offered him the power to prevent the great slaughter in his nightmare but at the expense of his life. He accepted Asurhai's hand to grant him this fate then he was told to urge the city's population to evacuate by the day after tomorrow. <br />
<br />
The day after, Kornos stood on boxes high above in the marketplace to tell the people to stay outside of the walls for but a day. He was quickly arrested for inciting panic and was brought before Governor Pontia for judgment. Unwilling to hear the case before her, she ordered Kornos executed as a sacrifice for whatever god the captain of the guards wanted. With incredible luck, speed, and strength, he was able to break free of his chains. First killing the guards around him then winning a duel with the battle-magi Pontia. Slipping away from the palace after the fight, Kornos came back to essentially pull off a coup with former and active mercenaries, freed slaves, disgruntled soldiers, and others who received similar visions as his. Once taking over the palace, the Elven followers sent out false orders to the city garrison to evacuate both military and civilian populations before sunset. Mirecouisly, the followers of Kornos managed to pull off the stunt before a falling star crashed into the residential district. In the panic and celebration of adverting disaster, Eirden (he was effectively the leader of Kornos' Elven followers) sneaked up to stab Kornos in the back while he looked over at a cheering crowd. With his dying breath, he named Eirden traitor to his closest followers. Those that happened to be near were Human mercenaries that quickly slew the Elf rogue, which caused the Elven followers to kill said mercenaries. It eventually ended with the Elven population fleeing from the city thinking it was another slave uprising while killing any non-Elf along the way. The remaining Elves who chose to stay was slaughtered in the race riot immediately after most of the Elves fled. <br />
<br />
Other such heroes, visions, sayings, and stories about the beings known as or related to Asurhai and Durge began to spread from Inteoch. They all had five tenets in common from the original beliefs of Kornos. First, there are only two real gods and they are Durge and Asurhai. Second, Durge is the god of darkness, chaos, lies and all things evil in the world. While Asurhai is the god of light, order, truth and all things righteous in the world. Third, such things as arrogance or decadence must be avoided at all cost. Forth, degeneration of the mind, body, and soul will lead to an unhealthy life for oneself and those around them. Fifth, through actions following the will of the gods can one decide the fate of the cosmic war. <br />
<br />
The Inteoch Priestship was established in 147 AT to codify then spread the Vadas using warrior monks. The Palmaro Priestship was established in 206 AT and founded the monastic schools to debate and disprove heresies and infidel religions. The Belograd Priestship was created in 261 AT and it standardized the concept of the Temple tax, to keep funding Temple institutions and prevent nobles from becoming too rich. The Marsail Priestship was made in 295 AT where the organization of the Ordo Hospitalis was first recognized then funded by the Temple. The Barcerlon Priestship was formed in 313 AT fund the creation of Ordo Belis to help assist King Franken in his holy wars. With the five Arch-Priest, the Temple of Kornites was then later commonly referred to as "The Temple" or "Pentarchy". Although the decisions made by the Arch-Priest voting on religious or political matters are often ignored by the Belogradie Pentarch who's power is tightly controlled by the government under Kiev. This sect of the Pentarchy is known as the "Belogradie Pentarchisum" and they follow a slightly different version of traditional Pentarchisum.<br />
<br />
== Zekisum ==<br />
[[File:Red Rose.png|200px|thumb|righht|text]]<br />
<br />
Another sect of Dualism formed in 1400AT.<br />
<br />
== Elash ==<br />
[[File:Winged Dog.jpg|200px|thumb|left|text]]<br />
<br />
== Alf Gods ==<br />
[[File:Hora.jpg|200px|right|thumb|text]]<br />
<br />
[[File:Venaros.jpg|200px|left|thumb|text]]<br />
<br />
[[File:Kruor.png|200px|right|thumb|text]]<br />
<br />
[[File:Belasaria.png|200px|left|thumb|text]]<br />
<br />
---<br />
[[Category:Sfartalheim]]</div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Hora.jpg&diff=1064012File:Hora.jpg2018-07-15T21:24:07Z<p>Sailus: Alfen God of Time</p>
<hr />
<div>Alfen God of Time</div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Kruor.png&diff=1064011File:Kruor.png2018-07-15T21:23:18Z<p>Sailus: </p>
<hr />
<div></div>Sailushttps://www.dandwiki.com/w/index.php?title=File:Belasaria.png&diff=1064010File:Belasaria.png2018-07-15T21:22:19Z<p>Sailus: Alfen God of War</p>
<hr />
<div>Alfen God of War</div>Sailus