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Beliefs: The Pantheon and Beyond

​Types of Divinity

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In Solarean Adventures, there are four different types of deities.

 

The Elders are unknowable entities that created all contained within the universe. They are connected with concepts of creation, chaos, and entropy on a massive, cosmic scale.

 

The Prime are the offspring of the Elders, created by them to hold power over certain natural phenomena. Many of the Prime gods seek out worship from mortals as it can enhance and modify their natural power. However, the Prime, because their origins are separate from mortal beings, are usually only neutrally aligned to the goals of their worshippers.

 

The Spiritborn are gods who were created through the act of mortal worship - their realms of power and influence, their appearance, and their alignment can change over time depending on the current makeup and dogma of their worshippers. These gods were created to rule over inherently mortal concepts and desires.

 

The Ascended are mortals, often folk heroes or figures of legend, who ascend to godhood after death. This ascension usually occurs through amassing followers who believe in their ethos during their life or through gifts of divinity from other established gods. Once ascended, these gods have just as much power over their sphere of influence as the others.

The Pantheon of the Twelve

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The official pantheon of the Known World is made up of the twelve gods who swore by the Heavenly Covenant and helped end the Imperial Age. These gods are as follows:

Aguia the Guide
Type: Prime
Depictions/Imagery: Representations of shifting possibilities such as schools of fish, life cycles of insects (especially butterflies), flowing water, a crossroads; usually does not have a humanoid depiction
Spheres of Influence: Travel, paths, the future, choices, connections, metamorphosis, possibility, curses, fate, luck, unexpected circumstances 
Traditional followers: Travelers, oracles, those who desire safe passage or good luck/fortune
Other information: Most shrines to this god are placed along roads and priests of this god spend most of their time traveling.

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Creyati the Huntress

Type: Spiritborn

Depictions/Imagery: Feminine humanoid with animal features (antlers or ram horns, animal ears, and a long tail are common), often carries a masterfully carved bow, surrounded by flora, often barefoot

Symbols: Bow and Arrow

Spheres of Influence: Nature, Animals, the Seasons, Hunting, Living in balance with nature, the Circle of Life, Survival, Places untouched by technology

Traditional followers: Hunters, Rangers, Woodsmen, Beast-Kin, those who respect nature, those who are lost in the wilderness

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Cosima the Muse

Type: Spiritborn (Sibling of Imete)

Depictions/Imagery: Golden lyre, a person of any gender befitting the beauty standards of the artist wearing greek-inspired clothing and golden accessories

Spheres of Influence: Beauty, art, music, poetry, love

Traditional followers: Musicians, artists, bards, clothing makers, designers, architects, anyone in a creative field, those preparing to be wed, lovesick fools

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Kaldonya the Protector

Type: Ascended

Depictions/Imagery: Masculine armored dwarf carrying a torch and shield; Shield and/or torch

Spheres of Influence: Protection, Endurance, Willpower, Sacrifice, Service, Light

Traditional followers: Knights, Paladins, Bodyguards, Parents, Lighthouse Keepers, Dwarves

Other information: Once a dwarven paladin of legend, he was ascended by Eleos for his constant service and sacrifice for others

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Eleos the Merciful

Type: Spiritborn

Depictions/Imagery: A person in simple robes wearing travel-worn sandals. A hood often covers their head and face since acts of charity matter more than the source

Spheres of Influence: Mercy, Charity, helpfulness, healing, caretaking, friendship

Traditional followers: Those in helping professions (healers, doctors, nurses, caretakers, teachers, social workers, etc), those who value community service

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Imete the Underdog

Type: Spiritborn (Sister of Cosima)

Depictions/Imagery: Feminine Warrior with a battered war banner wearing broken armor

Spheres of Influence: Overcoming obstacles, facing great odds, justice, activism, social change, never giving up, hard-won achievement

Traditional followers: Soldiers, students, servants, the downtrodden, advocates and activists, anyone with a cause or facing a large obstacle or poor odds, “commoners”

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Kerudung the Shrouded

Type: Prime

Depictions/Imagery: A thin, pale elven figure with silver hair wearing dark clothing. A hood often hides their face and they are often placed on a background of night sky; Silver coins

Spheres of Influence: Secrets, Darkness, Freedom, Autonomy, Rebellion, Mystery, Nighttime, Privacy

Traditional followers: Thieves, Lawyers, Rebels, Outcasts, those who enjoy the night, those with secrets to keep

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Opistrae the Keeper

Type: Spiritborn

Depictions/Imagery: Masculine Figure in mourning clothes and a solemn expression, often holding a candle in vigil or comforting the grieving with an outstretched hand; skulls, mourner shrouds

Spheres of Influence: Loss, Mourning, Funerals, the Missing, lost items

Traditional followers: Those who have lost something or someone, funeral directors, morticians, mourners

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Sagas the Weaver

Type: Prime

Depictions/Imagery: A being seated in front of the Loom of the Time, weaving in the actions and choices of the universe as they happen; Looms, Celestial tapestries

Spheres of Influence: The Past, Regrets, Mistakes, Crafting, Weavers, Tradition, Decisions

Traditional followers: Historians, Storytellers, Craftsmen, those who uphold tradition

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Thonisa the Oathkeeper

Type: Prime

Depictions/Imagery: Can be represented by oaths and tattoos with deep personal meaning

Spheres of Influence: Oaths and Promises, Contracts, Loyalty, Teamwork, Codes of Conduct

Traditional followers: Paladins, lawyers, civil servants, wedding officiants

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Tyfust the Storm

Type: Prime

Depictions/Imagery: A masculine figure in swirling robes; Lightning Bolt, Swirling vortex

Spheres of Influence: Wind, the weather, sudden change, the unexpected, Humor

Traditional followers: Sailors, comedians, those relying on the weather, those hoping for calm weather (farmers, travelers, etc.)

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Zuiver the Crucible

Type: Spiritborn

Depictions/Imagery: Large, hulking figure in tribal armor and shrouded by a hood; often leaving destruction behind him

Symbols: Flaming Sword, Fanged Skull, Pheonix

Spheres of Influence: Strength, Punishment, Pain, Purification, Fire, Destruction, Rebirth, Trials, Earthquakes, Wildfires, Lessons Learned

Traditional followers: Combat-Focused Cultures, those who have survived ordeals or disaster, those who value strength above all else

The Symvasi and the Watchtower

 

The Heavenly Covenant created a new climate for religion. The Symvasi is the name for the joint church of the Twelve, and it concerns itself with educating mortals about the existence of the Heavenly Covenant, as well as the traits and teachings of the Twelve. The temples and clergies of the individual gods fall underneath the bureaucracy of the Symvasi, while the Symvasi itself has sworn to never hold up any one god over the others.

 

As the years passed, and the new pantheon became the norm, a faction of the Symvasi known as the Watchtower emerged. Made up primarily of templars, this faction believed that allowing the worship of any gods except the Twelve may be seen as a breach of the Heavenly Covenant, allowing the Twelve to re-enter the world to control it directly once more. The Watchtower became the enforcing arm of the Symvasi, until the slaughter of an entire orcish town, Freeharbor, made headlines in 945. Only then was the Watchtower disbanded, and the Symvasi restructured to forevermore convert with education and outreach, laying down their weapons for good. However, the Watchtower led many cults to make their home in the shadows, worshipping only in hushed tones from closely-guarded texts.

Aspectism

 

Some people in the Known World have not forgotten the destruction of the Great War, while others struggle to connect with the gods of the world. For those who do not place their faith in deities, another widespread spiritual philosophy is Aspectism.

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Aspectism has its roots as an ancient high elven philosophy focused on a combination of personality, vocation, and magical aura. Aspects are magical facets of the world not tied to any particular system of morality, faith, or spell tree. Throughout time, as well as various societies and cultures, it became apparent that most people feel a strong tie to at least one of the Aspects and could call on innate abilities tied to said Aspect for support in times of need. There are eight recognized Aspects in Aspectism: Balance, Civilization, Creation, Destruction, Discipline, Knowledge, Nature, and Power.

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