The Religions of M'Dhoria

 

Religion is an active part of each character's roleplay in CoM. In M'Dhoria, the citizens recognize ten major religions, with each religion embodied by at least one deity.  These religions represent the many different aspects of life in M'Dhoria.  Each has its own tenets, though some overlap in their domains.


These are the ten major religions of M'Dhoria and their existing sects, along with the name of the deities embodying them.



Battle and Tactics | Corruption and Entropy | Chance | Death | Deception

Delusion | Love | Magic | Nature and the Hunt | Order | Time



Battle and Tactics - Jeyne, Valorous Herald of War

War and death, it is said, are the two true constants in M'dhoria.  Jeyne, the Valorous Herald of War, is the incarnation of that eternal
struggle.  Jeyne's origins are uncertain; the first rumors of his ascension came from the far west, Shardagon.  Hardy people, the taurloks of the Keep spread word of a new god, one who values martial prowess and appreciation for a good fight above all.  

Jeyne is unparalleled in combat, appearing at times to challenge powerful mortals.  He is never seen without with his bloody bone platemail and his devoted wear trinkets of bloody bone plates as symbols of their faith.

Followers of battle hail from all alignments and races and consist mainly of warriors and barbarians, although the odd mage has been known to devote his craft to war.  Others such as the holy knight and crafty tactician may worship Jeyne as well, valuing battle and tactics as tools for protecting the weak and enforcing political power.

Jeyne is neutral to the other gods despite the animosity of some such as Sarma and Tralen, caring little for anything other than seeking battle.  If confrontation should arise, he reasons, he can always default to the might of his battleaxe.






Corruption and Chaos - Iskvarren the Decadent

The rise of the goddess Sannhet was mirrored by the ascension of a sibling deity.  Opposing nature's vitality, Iskvarren governs the domain of
corruption and chaos, the forces that drive the constructs of man and nature towards destruction.  His worshipers are those of loose morals who flaunt both the laws of man and nature; hedonistic, violent, and selfish, they range from the crooked politician living the dissolute, materialistic life to the disease-ridden reaver carving out a path of destruction and carnage.

Typically seen in extravagant garb, Iskvarren is known to mingle among mortals with an affectation of civility, seeking those who would further his power.  While necromancers and reavers can easily find favor with Iskvarren, those of good alignment such as the holy knight are viewed as potential targets.  The chaotic ethos is valued, particularly when paired with a disregard for personal welfare.  Though followers may hail from most any race, Iskvarren holds little regard for the stupid goblins, the light-hearted johgo, or the nature-loving lodekryn.  The faithful are known to bear articles with a distinctly smoky pattern as a symbol of impurity.

Though enemy of several of the other gods, Iskvarren is fairly apathetic in return, focusing much of his attention on mortals.  He avoids Sarma and Tralen, instead choosing to frustrate their efforts by preying upon their followers.  Iskvarren holds a peculiar relationship with Sannhet, his other half; at times, he is hostile and standoffish while at others he will ally with her as a representation of natural decay.  Though no stranger to the wiles of deception, Iskvarren is nevertheless mistrustful of Rynoki and keeps him at arm's length.


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Chance - Dulon, Mediator of Chance

Dulon is one of the more peculiar immortals. No one seems to know exactly where he came from. Not even his appearance can be confirmed. However, there are strange rumors of a felis appearing at gambling halls and deserted areas with a simple request: to play a game.


As the overseer of random chance and probability, Dulon is interested in unpredictable and uncontrollable events. However, he does not decide the outcomes and, instead, acts as a middleman for mortals. Things that require a high amount of skill or planning, such as war and government, are not his concern. Neither are the ideas of fate and predetermination.


Followers of Chance come from a huge variety of lifestyles. These people understand that life, like a roll of the dice, is full of random
possibilities, good and bad. Therefore, they choose to live their lives in the present moment because the future is uncertain. Instead of wasting time with plans and expectations, they would rather face situations as they arise and deal with the results, for better or worse, with the knowledge that anything could change at the next opportunity.


An outsider to the pantheon, Dulon does not spend much time with the other immortals because of his obsession with the mortals. He rarely trusts Yeniel because of its tendency to cheat and to manipulate. He avoids Celandreia, too, because her foresight contradicts the idea of total randomness. However, Dulon will not directly oppose any of the other entities or try to stop their actions.


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Death - Sativa Mundris the Eternal

Sativa Mundris, sometimes simply referred to as Sativa, is often thought of as being synonymous with Death itself. He has been referred to as the unholy Lord of Death and Eternity. However scholars continually debate whether he (by tradition, Sativa is considered to be a masculine deity) truly should be considered an unholy being. It is thought that he is the ultimate master of the dead and undead and for that reason, some who practice necromancy believe they can derive some benefit by worshiping him. Various cults of Sativa have sprung up in M'Dhoria over the ages and their rituals can vary substantially depending on the cult and their perception of how to best carry out Sativa's wishes.


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Deception - Rynoki, Truth's Lament, Lord of the Umbral Legion

As it had in the past, the elder one known as Yeniel grew bored with its mortal playthings and drifted into a deep slumber. Hidden away in an antechamber of its oldest temple, it slept and dreamed, and across M'Dhoria, the many races breathed a sigh of relief.


As the elder thing loosened its grip on consciousness, one of the countless souls Yeniel had swallowed up centuries prior had clung to a slim facet of individuality, and used the shadowy god's sleep to finally escape. The tenacious soul fought and clawed from the depths of the writhing mass, bringing along countless other victims, now serving as its shadow minions. Free of its master, yet still tainted and bound to it, the fledgling deity seized the reins of power that Yeniel had abandoned and claimed the throne of Deception as Rynoki, Truth's Lament, Lord of the Umbral Legion. Rynoki now roams the lands of M'dhoria, lurking amongst the shadows as he searches for that which will set him completely free from Yeniel's grasp.


While those who worship Deception are thought to be few in number, it is still unclear since most hide such information. However, be forewarned that when conversing with thieves, politicians, or others that deal in mistruths, that you may be testing the prowess of one who follows Deception.


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Delusion - Caym, the Delusional

Back in the beginning of time, when Love and Hate ruled over the lands, a rift formed between light and dark, life and death.  A small, temperamental being formed from the rift between these opposites, its mind slowly ripped asunder as the chasm increased in size.  Locked away by Chaos and Love to protect all things, the being entered a deep slumber and was not seen again for many centuries.  When it finally emerged, the form held nothing of its own save a name: Caym.  

Caym is the embodiment of Delusion, of the insanity of having fallen into the abyss of the mind, lost forever to the reality of the world itself.  The insanity of its followers is their own, incomprehensible to who have not fallen into the mists of the Delusional.  However, those who are overly destructive in their ways within the realm of Caym have brief lives as they fall too far into the abyss and into the realm of Sativa.

Followers of Delusion are known for their piece of Caym, a small, round stone that is carried by each.  Each stone is different and the Deity is
known to be quite protective over them.  Due to their strange and unpredictable behavior, its followers are frequently held at arm's lengths
by others.  While most are harmless and peaceful, many are incapable of completely logical conversation.  Few may may be quite sane, obsessing over certain objects or people in a distorted view of the real world.

Caym holds no form and is a chaotic Deity.  Several Serian rulers have fallen to the whims of Caym, and many of the other immortals view it as an abomination.  It is an accident in their eyes and its followers an unfortunate accident in the world of mortals.  Known to speak in poorly sung
rhyme, Caym is notorious for picking on those outside of its own boundaries, occasionally bringing down some of the other immortals who try to lock it away once more.

Note: Application only.  All applications may be emailed to caym at mdhoria dot net. Please include type of insanity, as well as how you plan to RP it out through the character asking to be initiated into the religion.

 

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Love - Sarma, Great Mother of Love

Many years ago, Sarma went into hiding.  She had grown frustrated with the fates of her children and the faithlessness of her followers.  The
people of M'Dhoria had lost respect for their gods, for their mothers.  Her frustration turned to anger, and she came out into the world again, seeking retribution for her losses.  As followers amassed and soothed her, Sarma calmed herself and set out to bring love to all those who would accept it.

Sarma is seen either in ivory or gleaming black leather, depending on her mood.  She has been known to punish those she sees as violating their marriage vows or abusing their children.  She has no time for lythren or dagahasi, who leave their children to raise themselves.  Slave owners and reavers also have no place in her heart, while clerics and knights often find special favor with her.  While most of her followers are good, evil canidae and quevran, for example, would be equally welcome.  Her followers carry roses of varying colors.

Sarma is the goddess of family, whether that is symbolized by a marriage or a pack.  She respects Sannhet's powers of fertility, and feels a kinship towards Celandreia.  The darker gods, however, are thoroughly distrusted, particularly Iskvarren and Rynoki, who she sees as responsible for such evils as adultery.  She is also displeased with Jeyne, who draws many away from the home to die in the battlefield.

 

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Magic - Chirondin the Teacher, God of Magic

When the world began to fall apart, some strange things slipped through. Chirondin was one of these things. Theories vary widely on the exact origin of this strange, froglike deity; some contend that he was a powerful visardi mage who simply left behind his mortality, while others believe he was a powerful elemental spirit that took the unappealing, froglike seeming of a visardi to more properly contrast the splendor of Magic, his domain. Regardless, Magic again has a God. Chirondin has no use for vanity or aesthetics; indeed, they seem entirely foreign to him. Dubbed the Teacher by his first worshipper, he is the God of Magic, and cares for nothing so much as the spread of knowledge and arcane power.


Chirondin's worshippers are a varied lot, and consist mainly of mages and other sages. They hew to neither ideological side, and are as numerous in Seria as they are in Cranezmore; however, they do tend towards more towards neutrality, as conflict often gets in the way of seeking knowledge. He calls his followers his Students, and has been known to bless his favorite students with small trinkets and blessings. He has an infamous love of fishing and fish, and tales say that the best place to pray to him is by the shore with a large pile of seafood.


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Nature and the Hunt - Sannhet the Wanderer, Capricious Goddess of Nature

As the natural world was left stagnant at the fall of the Huntress, a brush with chance led to the emergence of the Goddess Sannhet from her near eternal slumber at the brink of existence. As the manifestation of the very vitality and life in M'dhoria itself, her rebirth heralded the return of her other half, Iskvarren, the embodiment of corruption. Sannhet herself has a decidedly mercurial personality, wandering the lands of M'dhoria to impress upon mortals her own brand of wisdom or target them for playful pranks.


Worship of nature is widespread, ranging from the most rural of farming villages to the bustling trade centers of port towns. Those whose very livelihoods depend on the benevolence of nature invoke Sannhet's name, praying for her favor in fair weather and fertile land. The most devout seek to understand the delicate balances behind the natural world and to guide others in understanding the laws of Nature. The methods of her worship vary from follower to follower, though longstanding traditions of ritualized hunts and sacrifices, and reverence for the land itself, still thrive from the worship of previous incarnations.


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Order - Tralen the Just, Honorable Adjudicator of Order

Nestled high amongst the peaks of Mount Booars, the ancient temple of Honor lay empty and still, forever trapped in the moment of its final ruin.  rom the very scorched stones and blood-drenched earth rose Tralen the Just, Honorable Adjudicator of Order, called into being to combat the chaos and corruption running unchecked through the world.  Tralen oversees the domain of law and reason.  He seeks those who are honorable and dedicated to their cities' codes of conduct, prizing a strict, regimental nature over uncontrolled bravery.  Those who make contracts in Tralen's name are expected to uphold their bargains or face the god's wrath.  Both the holy knight and the tyrant are valued disciples of Tralen as long as they use their power to uphold the order of the world above all else. 


Tralen is outfitted in a suit of grey pynium armor and his followers favor this metal to show their devotion.  His symbols are spirals to represent orderly progression, particularly in silver.

Followers of Tralen may be of any alignment, though those who follow a chaotic ethos will be scorned.  A lawful heart is most important to Tralen, be it that of a valiant knight or a dagahasi using his power to enforce the order of his rule.

Tralen's followers hail from every race save the stupid and lawless goblins.  His followers may walk any path of life except the corrupting reaver and necromancer, or the uncivilized barbarian and shaman.  Vagabonds and thieves will have a hard time gaining Tralen's favor unless they adhere strictly to honor among thieves.

Tralen is the ally of Sannhet since she represents the order of nature.  He is enemy to Iskvarren and Rynoki, as chaos and deception are in direct opposition to his domain.  Similarly, Tralen is mistrustful of Jeyne and his wild, uncontrolled lust for war.

 

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Time - Celandreia, the Storyteller, Watchful Goddess of Time


There are many stories afloat in the mortal realms about the goddess of Time.  The most enduring of these tales tells of a young siriyu woman who was trapped in the rifts of time and space created in the last emergence of the Enigma.  In those rifts, the woman was forced through a series of cyclical changes that eventually melded her essence with the very fabric of Time.  

 

This woman, immortalized and going by the name of Celandreia, often walks the realms hidden, observing mortals with her face and form obscured.  It is said that she delights in watching mortals go about their daily lives, seeing the choices these mortals make form a unique pattern in the fabric of Time.  Sometimes she reveals herself, assuming the form of a child, a young maiden, a matronly woman or a wrinkly clone depending on her purpose and the nature of the person to whom she appears.

The study of lore, history and prophecy, with emphasis on applying one's learning to their own decisions in forging their own path through life, is Celandreia's domain.  Each life is represented as a thread that helps create a pattern in the Fabric of Time.  Scholars and storytellers, sages and spies, fortune tellers and political counselors - basically gatherers and dispensers of knowledge - can hope to gain the favor of Time's Avatar.  She is a Teacher and a Guide, and those who come to her may hope to gain hints and visions of what was and what is to come in the form of stories and riddles.

The hourglass and the ouroboros - a snake eating its own tail - are symbols of Lady Time.  The white lotus is sacred to her and is often offered to her in sacrifice.  Black and silver are her colors, and it is not uncommon for her priests to be seen wearing garments adorned with these colors.

Celandreia welcomes anyone in her embrace so long as they are not chaotic in spirit.  Being once a mortal of the siriyu race, Lady Time has a deep mistrust of the quevran even though she recognizes and respects their abilities.  Shifters and vagabonds are likely to find favor easily with the Lady, but warriors and barbarians may be too restless in spirit to listen to her teachings.  Necromancers and reavers are abominations in Celandreia's eyes.

The goddess of Time holds herself apart from the other members of the Pantheon although she calls them by endearments whenever she encounters them.  She will not hesitate to ally with any one of them if the circumstances require it.  However, she feels a strong affinity with Chirondin and with Sannhet since their domains overlap.  She was once a mother and so she relates with the tenets of Sarma.  Celandreia avoids interacting with Rynoki even though she is not above using deception when it serves to attain her purpose.  She also enjoys confounding the schemes of Dulon whenever the opportunity presents itself.

 

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