Tirivahn
Tirivahn is the smallest nation in the world, and arguably the most beautiful. It is a magically potent land and has a rich history and extensive religion. The origin of the Tirivahni are a point of speculation and study, and many authorities believe that they were in fact decended from the Gods they worship.
A few terms to clarify: Tirivahn: The country of Tirivahn. Triviahni: The people of Tirivahn. Tirivahni: The English adaptation of the language of the Tirivahni people. The original language of the Tirivahni was likely a holy language of the Pomeli, called Peolys. This ancient form has long since been lost and scholars are still stumped as to how to translate it as it requires a great deal of magical unravelling to translate. Since that time, Archaic Tirilys was spoken before the fall of the Empress to Speritanian occupation. During this time, the Tirivahni language was heavily influenced by Speritanian and Suoro dialects and a great deal of their original vocabulary and grammatical structure was lost, creating the gyspy tongue of Greos Tirilys and the common slave tongue of Pertualys. After Emperor Falian freed the people hundreds of years later, there was an attempt to resurrect the old tongue, and High Tirilys is now spoken by the royal family, their retinue, their official scribes, many of the churches and in high society. The common people speak many other dialects, most prominantly Low Tirilys (an evolved form of Pertualys), Common Tirelys, Sarelys and Suelys.
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| Emperor Falian ~ A Tirivahni |
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The Country Surrounded on three sides by Speritan and on the northern shore by the Fasadan Straight, Tirivahn is often purported to be the most beautiful country in the world. Aside from its extensive green spaces, gardens, natural lakes, rivers and waterfalls, long and beautiful coastline, innumerous magical sites and mystic ruins, delicate but functional architecture, and expansive wildlife reserves, its cities are some of the cleanest and most artful worldwide. Frequented by tourists from all over the world for research, vacation, exile or travel, Tirivahn retains a 'mystical land' despite its tangible nature and easy to reach location.
Geography: A green land, Tirivahn, being quite northern has the sort of climate we might associate with Ireland. They have a distinct shift in seasons, from snowy First, Second's showers and flowers, Third's balmy sun and light breezes, Fourth's blustering storms, cold sleet and return of fog and mist. In general, the weather there is clement enough, for those who don't mind the rain to ensure a furtile land full of forests, clear water, ample flowers (both wild and cultivated) and rich crops. The beaches, both the silver sands and the pebbled shores are considered some of the most serene in the world, but being most northern in the country are not the warm, sunning swim areas of the tropical beaches of Lisdan and Bodove. Due to the combination of an excess of lush land in Tirivahn and the social demand to protect and maintain its wildlife, there are a great number of species that find home only in Tirivahn and nowhere else. Their laws against poaching and deforestation are some of the strictest worldwide, and moreover are considered an issue of hubris to be further castigated by the priests. Many believe the reason the land there has such a tranquil, untouched flavour is because the people worship it so dutifully. In Tirivahni opinion, their land was cut from the Realm of the Gods as a gift for their true mortal children, and so long as they show appreciation for it, it will be blessed.
Government: The governing body in Tirivahn is a moot that works as advisors to the Imperial family. The moot is made up of two parts: the Tece Liete (the Dire Moot) and the Tenye Liete (Lesser Moot). The Tece Liete is composed of 34 representatives selected by the Emperor/Empress to represent the gods' wills for the country and its people. These representatives are chosen from throughout the country as the best for their position. they must fulfill two requirements: firstly, that there be one member for each of the Iseapo forms the Tirivahni can be born to, and secondly, that they have the skills to fill various offices assigned to them. The five Tece Iseapo are to fulfil the roles of Treasurer, Secretary, High Priest, Court Mage and Administrator. Below them, the Tenye Iseapo positions are filled by all manner of physicians, historians, merchants, artisans, ambassadors and the like, each of whom is in charge of running affairs of a beaurocratic function, both internally and for international affairs. The Tenye Liete is elected by the people, and consists of 29 representatives that bring forth the needs of their people to the Tece Liete and Monarchy. The Tenye Liete are chosen for different ridings which can be as small as a single city or as large as an entire county, based on distributing them through the variances in population as best as possible. The Tenye Liete live amongst their riding and throughout the year are required to travel throughout their riding talking with the people, taking petitions and complaints, requests and inventories. Once a year the Tenye Liete is called to present their cases before the Tece Liete and the Emperor/Empress. In this way, they can decide which laws need to be addressed, altered, enforced, changed etc, as well as allocating funds for the coming fiscal year, resolving difficulties and addressing needs of the populous. For smaller issues the Tenye Liete can write to the appropriate member of the Tece Liete and ask for immediate intervention or assistance (such as in times of war, plague, famine etc). The building of monuments, especially those of an educational, religious or public nature need to be cleared by the Tece Liete at the annual meetings to ensure that the entire population is fairly handled to prevent favouritism and to disuade the seperation in wealth between the extremely wealthy and the poor. There is also the Royal Court: those who entertain foreign dignitaries, hold banquets, feasts, attend unveilings and dedications, support the monarchy and run the Sun Dances and other traditional events. This group consists of the Royal family (including those offspring who will not inherit the throne), a number of the Founderlines and the dignitaries that attend to them. These dignitaries are almost always the members of the Tece Liete, partly so they can be privy to events in the nation and thereby better administer to them, and also so that the powers that govern the country are kept in balance under the Imperial watchful eye.
Monarchy: The Tirivahni believe that the Royal family has been chosen by the Gods. There are multiple myths and legends surrounding the intiation of the Reign of the White Tiger, all having some basis in the theory that the White Tiger form is that of godhood, or that the Tirivahni descended from the coupling of Pomeli and Iseapo deities. Since which animal form one takes has nothing to do with hereditary reasons, it might be thought that a white tiger could spring up from anywhere in the country. However, this has never happened in the history of the Tirivahni people. There is some mystic need for some link between the ruling Emperor/Empress and their offspring in order to pass on the line of the White Tiger. It does not mean that every child the emperor/Empress has will become a White Tiger, on the contrary, they often need to have a great number of children to produce an heir. There will noly ever be one child of a specific Emperor/Empress that is chosen to succeed to the throne by the Gods by being granted that elusive form. For this reason, this heir is guarded by the Founderlines with holy reverence. The other princes and princesses born prior to the Heir cannot inherit under any circumstances, and so there is no rivalry for the throne among them. The gods have chosen, and the only force higher than the royal family is the gods. In the event of an heir dying before ascending the throne, the current ruler must bear another heir. In the event that they can no longer bear children or the ruler dies before bearing a proper child, the sister of the ruler (or if there are no sisters, the brother) chosen by the Tece Liete must bear a White Tiger heir that can ascend to the throne, with the Tece Liete's lead five ruling the nation until the child comes of age. In this way the line has never been broken. There was a period of fear after the Emrpess Stofftiere had vanished during the Speritanian occupation that many Tirivahni believed the line was broken and thereby the Gods grace lost to them, but when Prince Falian rose out of the ashes to free the people, all such doubts were forever quelled. As the animal form isn't revealed until early teens or later childhood, there are a number of years between birth and revelation as to whether or not they are the heir, and so all of the princes and princesses are equally well educated in the crafts of all the Tece Liete positions so that they can properly rule. These other Princes and Princesses are generally married off to members of the Tece Liete or the Founderlines, or become members of the Founderlines or Lietes themselves. There have been a number of cases in history where the child everyone expected surely to be the White Tiger and has turned out to be a normal Tiger or Panther or Lion, or even a Griffon or Dragon, other signs that tend to display some of the similar qualities. Because of this, and because of their pious faith in the Gods, despite these beliefs all the princes and princesses atre to be treated equally until an heir arises.
Military: The military in Tirivahn is small but highly competant. There are two factions of it, the civilian forces and the registered forces. The civilian military is in charge of policing, protecting trade routes and roadways, dealing with bandit and sometimes gypsy forces, and splitting up internal incursions such as civil unrest, riots, fueds etc. These individuals are trained fighter and have to have sufficient skill to pass an initial screening process. During this process they look for the presence of certain character traits like devotion, determination and resolution, and an absence of flaws like short-temper, prejudices, weak stomach, cowardly, etc. They also need to be clear of ailments, physical defects and addictions. There are routine inspections to maintain that the militia is still meeting these requirements. The registered forces consist of the Founderlines. Founderlines are Tirivahni who have for whatever merit of soul developed an animal form that is incredibly oversized and powerful. Because of the raw amount of power and manna they can wield, the royal family has them registered so that all Founderlines are known of throughout the country and are recruited to the service of the royal guard. Those who refuse this great honour (and they are few and far between) are either imprisoned, executed, or otherwise employed under the oversight of the royal family. This royal guard act as the personal agents of the royal family, often acting as consorts, political marriages to princes and princesses, seat in the Lietes and are trained as an elite fighting force. It is this force that are the single most potent fighting faction in the world. They may be few but they are powerful and highly dangerous. During the War of the Empress, it was a force of some 4500 Founderlines that held off the 3 million strong Speritanian army for nigh on 8 years and decimated the Speritanian forces to a few thousand when the final three Founderlines abducted their Empress and went into hiding. It was during the Speritanian Occupation that the Founderlines were charged with maintaining knowledge of the traditional Tirivahni culture and passing the knowledge on until the day that the throne could be restored. During this period they formed a nomadic city named for their Emrpess Stofftiere: Yuelisi Stofftiere which they used as a base to keep these teachings alive during the 800 years of Occupation.
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The Tirivahni The Tirivahni are said to have decended from a race of Gods, rather than evolved from a beast. There are many legends (some contradictory) about which deities exactly birthed the Tirivahni race. That said, their difficulty in reproducing and their frequent homosexual tendancies keep their nation small and their populous in check. Considering the often awe-inspiring amount of power they can weild and their Racial ability on top of that, and it is perhaps nature's (or the God's) way of keeping them in balance with the other nations of the world. Appearance: The Tirivahni are a relatively small people, with the men ranging from 5'2" to 5'8" and the women from 5'3" to 5'10". They are androgynous and smooth-bodied with cream-coloured skin. Their hair can be any shade of blue or purple, from misty white-blue to deepest indigo-black. Their eyes are almond shaped and slightly slanted, and not set overly deep in the face. They have round pupils and their irises can be any shade of green or orange. They have smallish rounded ears, straight omnivorous teeth like a human's, and can occassionally have light smatterings of freckles or birthmarks on their bodies. The men are small and delciate, with fine, girlish hands and soft figures. They have rounded shoulders and more pronounced hips than a human boy, with often a curvature to the chest that gives the illusion of a swell when wearing a corset. They have soft facial features as well with long supple lashes and full lips, with soft jawlines and fine brows. They can grow facial hair, and when they do it is for small, finely maintained styles like goatees, soul patches or small moustaches. The majority of Tirivahni males are incapable of growing a full beard, and many prefer to simply keep themselves clean shaven. In a sense of body hair, Tirivahni men have a concentration of pubic hair above the genitals, sometimes forming a treasure trail, under their arms and occassionally on their lower legs. It is interesting to note that Tirivahni men have only one testicle, and typically small penises. The women are not much larger than the men, but they have typically stronger lines. Where the men are rather 'pretty' the women might be described as 'handsome'. They have slightly broader shoulders, certainly more square, with equally proportioned hips as the men, but generally a more scooped midriff between the two. They hand slightly heavier hands, though not generally larger than their male counterparts, merely a more broad palm and squarer fingers. Their faces have slightly more angled brows, stronger jawlines and often more prominant cheekbones to give them a striking look. While excess hair is not common in women, it does sometimes happen, but is usually pruned in younger women, and only really is visibly seen in matrons and crones. They have usually small breasts, though they tend to swell when they are pregnant. They have clusters of body hair on their pubic bone, underarms, and sometimes on their sternum between their breasts, or on the backs of their arms or legs. Like the men, the women have only one ovary. This combination has been cited as the reason they have such difficulty in reproducing.
Fashion: Tirivahni fashion has led to some confusion abroad, especially in Speritan. Both men and women wear corsets and skirts, though to the practised eye the difference between male skirts and female skirts becomes apparent. Patterns like plaid, tartan, gingham, pinstripe, herringbone and houndstooth are preferred over brocades and embroidered motifs. While colours are up to personal preference and wealth, there are no cultural stigmas around the colours one wears. For men, the style of corsets is designed to make the torso look slim and boyish, and sometimes have shoulderstraps or collars in their design (sometimes even looking like vests). Men's corsets do up in the front or on the side with buckles, buttons or hooks. Beneath this they wear a chemise with typically a collar, poofy sleeves and cuffs with either ruffles or clasps. Jabots or cravats are typically worn, though in more active professions, a more modest ribbon, scarf or tie may be worn instead. Their skirts are slim fitting to accentuate the line of the hips and bottom, with a slit either in the back up to the knees or in the front (centre or on the side) to facilitate walking and ease of movement. Beneath this, bepending on the season, nothing may be worn, or leggings, or woollen pantlets in the coldest seasons. Men wear various kinds of boots with thick soles, often heels, buckles, straps, lacing or ribbon adornments. Spats are often worn over the boots. The height of the boots can range from ankle to thigh height, depending on wealth and profession. Capes, tailed coats, brocee (two-piece coats) or rosaine (vest-like coats with detatchable sleeves) may be worn. Hats for men are dependant of the period in history, and have ranged from short caps to tall coachman-style top hats. Women's corsets are more V-shaped, with paneling or adornment up the front to further accentuate these lines. Their fasten up the back with lacing which can either be tied by the wearer with a pull string, or laced so that a servant or maid needs to assist the lady with her dressing. They wear more form-fitted sleeved undershirts with typically higher collars than men, though some periods of fashion have featured bare collars or backs for women. They sometimes wear oversleeves with puffy, slashed, ruffled, or layered upper arms over their formfitting undersleeves like a little bolero vest. Women's skirts are generally puffy, either from hoops, layers, darting, crinolines or other techniques. Their skirts can be as short as their knees or as long as boot-length and in width and style depends on the era. Beneath their skirts they wear bloomers, which range in puffyness and length to correspond with their skirts, in the younger girls a common practise is to dress them in short puffy skirts and long simple bloomers that dangle mid-calf height. Ladies of quality often also wear gloves - especially ones that serve no functional purpose, such as lace gloves, beaded gloves or velvet half-gloves called 'buircee'. For footwear the ladies wear shoes, sandals or boots, depending on the season, which have a thick sole and high heel (from 2 to 5 inches). More commonly than men, women cover their shoes almost entirely with gator coverings that match their skirts. Women wear capes, rosaine coats, brocee coats or 'podaine' a cape-jacket hybrid. Tirivahni lady's hats have been typically more ornamental than men's and often pin into upswept hair. While the shape and form have changed throughout the years, there have been a range of motifs used to decorate them, from full pastoral reflections of the seasons to recreations of spiders webs and even those that utilize illusions or magic to make them appear to be made of live flame, or to have living birds adorning it etc.
Culture: The Tirivahni lost a great deal of their culture during the occupation. The following is recompiled by the Greos Tirilys records of the Yuellisi Stofftiere hidden city that thrived until Emperor Falian freed his people and officialized their records, myths, religious practises and arts. Sexuality: Tirivahni sexuality is perhaps one of the freest from stigma because of their androgynous people and their hermaphroditic origins. It was not uncommon for two Gods of the same gender to sire children, or for a female to impregnate a man in their mythologies. The belief that this dubious gender-specification related to an actual absence of sexual organs, and therefore procreation performed in some more metaphysical method led to the state of difficult reproduction in the Tirivahni people themselves. Coupled with the "prettiness" of the males of their species and the "handsomeness" of their females, homosexuality and bisexuality have a high percentage. In fact, 100% of Children of Apec (the Eagle type of Tirivahni) are homosexual, while conversely 100% of Children of Ida (The Rabbit) are heterosexual. Outside of these extremes, percentages of same-sex intimacy is roughly 67% including bisexual participants. All youth are "trained" in sexual acts by older members of the same gender, before they reach adulthood and can mingle with the opposite gender if they so choose. It is not uncommon for Tirivahni to switch orientations at certain stages in their lives, especially after a prolonged relationship with a specific gender.
Marriage: Marriage, as we know of it, in Tirivahn directly relates to procreation (they use the term "pedhouny") . Pedhouny involves the union of a male and a female to create a family. This generally has a great deal to do wtih compatability - regardless of whether or not that also involves love - and arranged marriages are not uncommon. The animal spirits of those involved need to be compatible for the involved to be married - for instance, it is almost impossible for a Tece Iseapo-housed Tirivahni to be allowed to marry a Tenye because the Tenye is considered too weak to withstand the conception process. Once a couple is married, they cannot be divorced until the child they begot reaches the age of maturity (usually 13-15). After this point, the child belongs to the parent of the opposite gender (sons go with mothers, and daughters with fathers) unless the parent in question abdicates their rights to the child - which can only be approved in a court divorce if the parent receiving rights to the child can afford to support the children on their own. The other form of marriage, which is not considered marriage, but is rather a joining of love, called Leithny, can be between any partners (usually homosexual, but also includes bisexual parins between three people, two of one gender and one of the other, and occassionally heterosexual parings between "ill-matched" animal spirits (such as a Tece with a Tenye), etc.) for the purpose of love. The Leithny is formed between two people and rarely has any effect on the households or worldy possessions either has access to. The point of it is to bind two people's spirits together so that they can move through life together to experience what it has to offer with someone by noe's side to share it with. Normally children are not a part of this arrangement, and if they become part of it (such as in threesome pairings) the two who begot the child usually are forced into a Pedhouny in order to legally keep the child. Leithnys have at certain points in history been allowed simultaneously as a Pedhouny, since the goals of the two are very different, and often a Leithny can allow a member of a Pedhouny a greater chance of keeping a child they normally would not have rights to because there will be another involved in the caretaking process. Leithnys must be assented to by a Pedhouny partner's spouse in order to be allowed. Leithnys can be divorced as well if the two partners go their own way, but they do not require any court, merely a marriage official to absolve their soul binding. Any possessions one entered the Leithny with return to their sole possession, and any gifts cannot be retracted. Some families forbid Leithnys simply because of the wandering nature of their love as if can weaken one's availability for eligibility in an arranged Pedhouny, but many romantic stories have been written through the ages touting the tales of forbidden Leithnys adn the lengths one went to to form this bond of love.
Family Units: Family units in Tirivahn consist of a Pedhouny (or in certain time periods a Leithny) and any number of children. These do not need to be heterosexual parental units, but often are the biological parents of the children. A Tirivahni male is capable of fathering children between the ages of 12-13 to 67-70 on average. Tirivahni females ovulate every two to three months (depending on which animal form they have), between the ages of 14-15 to 35-40. It is common for the patterns of this cycle to become disrupted, especially if the feamle is malnourished, stressed, overly physically active, injured or ill. Because of this, despite the fact that a female's cycle will not fall every month, there are still Tirivahni born in every month throughout the year. Tirivahni will have 1 to 2 children at a time, though twins only occur 2% of the time. Generally after a birth, a Tirivahni will stop ovulating for 10 to 12 mnoths. This enables the body to fully recover and lessen the danger to the mother of dying in childbirth, as well as maintaining that the next child will be able to develope healthily will full access to the support and growth of a strong and healthy mother. Twins generally hold a connotation of power, magic, connection, prophecy, and strong omens. This association only increased after the lives of the Twins. Coming of Age: Death:
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Language: ALPHABET: A - (ah) B - (beh) C - (see before e, i; kuh before a, o, u) D - (duh) E - (eh) F - (feh) G - (guh) H - (huh) I - (Ih/ee after a consonant; eye/ee after a vowel or preceding a word) J - (juh) K - (kuh) L - (luh) M - (muh) N - (nuh) O - (oh) P - (puh) R - (arr/rolled rr depending on region) S - (suh) T - (tuh) U - (oo) V - (vuh) W - (wuh) Y - (yuh) X - (ks) Z - (zuh)
Combinations: DB - (d'buh) PH - (whf) RD - (erd) SH - (shh) CH - (chuh) TH - (thuh)
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Comparative Statistics: Intelligence: 14/16. The Tirivahni are one of the most intelligent and artistic nations. They have a good balance between the functional and the beautiful, easily picking up new tasks, with keen perception, even without using their corresponding beast talents. They learn quickly, able to understand everything from science to philosophy, trades to martial arts, languages to history with competant skill. They are creative, easily reconciling opposing points of view. They show foresight, tolerance and curiosity, making them an easily integrated part to negotiations, companies and still (despite the conutry's outrage towards the continuing practise) slavery. Wisdom: 16/16. The Tirivahni are one of the wisest races in the world. They are deeply connected with the earth, spirits, Gods, magic, each other and themselves. They have a deep capacity for empathy and compassion, for forgiveness and peacekeeping. Unfortunately their numbers are small, and like any culture embracing diversity and individuality, they do have their share of deviants. However, they have been one of the leading voices of reason and sustainability after the fall of the Twins - who were Tirivahni themselves. They have been working to reconcile new forms of Ore Craft, such as modified pole arms, firearms and more advanced explosives with the old ways of magic and casting. Agility: 12/16. The Tirivahni are agile, dextrous and extremely flexible, making them superb dancers, martial artists and prowess-based fighters (such as with thrown weapons, daggers or rapiers). They are fairly fast, more based on sprinting than endurance, but have excellent reflexes. These qualities are usually (though not always) enhanced by their beast forms to reach further heights of acrobatic and reflexive skills. Their flexible tendons and joints does, however, hampen their raw strength. Strength: 8/16. The Tirivahni are about as strong as your average human, with a basic grip and basic endurance. They can, of course, train themselves up well, but on average are not inclined to building muscle mass, and instead develope a sleek or stocky form of natural strength from daily labours or excersize. It takes a great deal of dieting, weight training and hard excersize to really build up considerable strength, and even then, they have a hard time maintaining it. Women are more prone to being able to maintain strength than men, but even they rarely achieve stark definition. Resistance: 6/16. The Tirivahni have an extremely poor resistance. They are soft-bodied, delicately boned, sensitive beings, making them suceptible to a myriad of diseases that strike both notaions and beasts. They often die in childbirth, even with deities and magic at their aid. They are also highly suceptible to Realm travel, exposing them to all manner of unknown illnesses, parasites, Realm Laws and dangers that easily overcome them. On a psychic level, they are equally sensative and therefore often succumb to brain fevers, the illnesses associated with excessive magical casting, madness, league or spirits, and - should they live long enough - dementia in old age. Recovery: 12/16. Their ability to recover from illnesses is largely due to their body's high absorption rates of minerals, vitamins and magic. In the same way that they are open to disease, their bodies are equally open to the powers that would heal them. They tend to be largely influenced by emotions and mental states in the efficacy of their healing, and their beast form's Attributes can greatly help or hinder this ability to bounce back. Some find it easier to heal in an animal form, if they have a safe place in which to rest, and someone to care for them. NMP: 6/6. One of the reasons the Tirivahni, despite having the lowest birth rate in the world and the smallest nation, continue to be a driving force of chance, cultural influence and an authority on matters of world science. While the Lisdanese are greatly revered for the more mathematical, sterile aspects of science, no one knows the layers and magics of the world more intimately than these people. Their natural ability to Planeswalk has given them more knowledge than any other race on the make up of the world, and their extensive, highly active pantheon has given them a pure insite into the spiritual world. These influences and sources of information combined with their natural conenction with the planet make them potent casters, easily tapping into Manna Weave and Huskline.
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Zoanthropy
The Tirivahni Racial Ability is based on their Iseapo, or Animal Gods. There are Five Tece Iseapo, or Greater Iseapo, and Twenty-Eight Tenye Iseapo, or Lesser Iseapo, for a total of 33 possible Animal forms. Depending on which Animal House one belongs to, by the time they hit puberty (although some extreme cases allow one to change earlier) they will begin to manifest the spirit animal form of their soul. Since this animal form is a spiritual manifestation and not a biological transformation, certain things like what clothing one is wearing at the time, the relative size of oneself compared with the size of the creature they become and differences in mammal to other classifications of animal are irrelevent. In fact, there are those special few who's souls are so powerful that their beast forms become unnaturally large. These few are called Founderline and all are recruited to serve as the Empress (or Emperor) of Tirivahn's personal guard. There are some schools of thought who think that one's Lifespark is determined first, prior to one's Animal House (in the cosmic scheme of things). Therefore, they claim, your Prime element will narrow down which elemental type of God your spirit will belong to. To further illustrate this, the following are illustrated by which element they pertain to.
The Tece Iseapo Prior to the death of the Twins Ariane and Arethan, Tece soulled Tirivahni were far more common. Nowadays, it is extremely rare to find a Tirivahni of one of the following five creatures. Generally, due to circumstance, fate and other misfortunes these Tirivahni never live to see thirty. Iaea - The Griffon - Sun Iea - The Unicorn - Light Itu - The Capricorn - Planet Unu - The Giant Sea Turtle - Water Fao - The Dragon - Moons
The Tenye Iseapo The following are the standard types of Tirivahni found in the world. Bis - The Serpent - Planet Iso - The Tiger - Planet Apec - The Eagle - Sun Icao - The Lion - Sun Asadb - The Scorpion - Sun Icc - The Monkey - Moons Osce - The Crab - Moons Nam - The Cow - Moons Ida - The Rabbit - Light Oas - The Peacock - Light Ce - The Lamb - Light Wipo - The Spider - Dark Cern - The Stag - Dark Eknar - The Wolf - Dark Nea - The Panther - Dark Unor - The Ram - Planet Ibrd - The Rhinoceros - Fire Iom - The Gazelle - Fire Asean - The Horse - Earth Imf - The Mouse - Earth Ioc - The Bear - Earth Imo - The Dog - Earth Upu - The Fish - Water Iadb - The Shark - Water Pica - The Pig - Water Ebrd - The Rooster - Air Ilo - The Falcon - Air Iho - The Butterfly - Air
The Racial Ability includes a number of unique skills that are based around the form of animal spirit that a particular Tirivahni posseses.
Full Change - once a Tirivahni hits puberty - usually around the age of thirteen - though it can occur beforehand if there is sufficient trauma or inducement, a Tirivahni will first make the zoanthropic shift into their beast form. This transformation is a shift of the spirit, not the body, so it doesn't involve the same gruelling pain as experienced by Bodovians when inducing their evolution. In their animal form, their own colours remain - any fur/scales/feather will take on the colour of the Tirivahni's hair, any skin/leather/underbelly will retain the colour of the Tirivahni's skin and their eyecolour transfers over. This makes it so that Tirivahni in their animal forms still stand out from the naturally occuring animals of the same types. There's often a size discrepancy, based on the "size" or potency or strength of own's soul that directly translates into the size oft he animal you become. Naturally this is modified by the type of animal, but it is possible for a very weak-natured Tirivahni to be a Bear that is no larger than two feet at the shoulder, just as a Spider could conceivably become fifteen feet tall if the Tirivahni possessed great spirit. There is actually a term for this larger scale spirit, which is a quality that developes later. See Magnificent Spirit below.
Planeswalker ~ This is an ability that a Tirivahni developes as they become more skilled in controlling their spirit. This ability is similar to the naturally occuring Shadow Walkers who are able to shift into the Shadow Realm in part temporarily to affect certain shifts in normalcy. In this case, the Tirivahni can do something similar but with different Elements based on which type of Element their patron Iseapo falls under. Depending on which Element ones Iseapo is, the Tirivahni can use the corresponding Planeswalk. The Planeswalks are as follows: Fire = Flamewalk: The ability to move through sources of flame unsigned. If the source of fire is consuming an object like wood or a wall etc, the Tirivahni can shift through this object while it is wreathed in flame. Water = Waterwalk: The ability to walk atop water, or through it without challenge to breathing, including magical sources of water. Air = Airwalk: The ability to walk on thin air, ascending or descending as if stairs or a pathway existed. Earth = Earthwalk: The ability to shift oneself into the ground so long as one stands on a natural source (i.e. dirt, stone, mud, sand etc), and then reform themselves again in the same spot. Useful for hiding in wait, dodging a blow, disappearing from sight, etc. Light = Lightwalk: The ability to use patches of light to jump from one patch of light to the next so long as the next is in plain view. Any object that is suffused in light can be walked upon with altered levels of gravity, such as up a wall, or slowing ones fall in a shaft of light. Sources of light can be sunlight, firelight, moonbeams, magically created light etc. Dark = Darkwalk: As Lightwalk, only with patches of complete darkness, such as obscured alleyways, the ends of corridors, sealed rooms, solid shadows cast by harsh light etc. Darkwalk instead of allowing one to slow ones fall in a shaft of light, enables one to shift through an object that is submerged in the dark, such as a door or wall. Sun = Sunwalk: Sunwalk can only be used in daylight hours, but enables the Tirivahni to Teleport to any location even one out of sight so long as the ending location is also experiencing daylight hours. This teleport happens instantly, and rather than the phasing qualities of Lightwalk, Sunwalk removes you entirely from one location and moves you to the next. Moons = Moonwalk: Moonwalk is as Sunwalk, only it can only use used during night time hours. Planet = Planetwalk: The Tirivahni can move in and out of various realms without needing to use doorways. Keep in mind that those realms that are inescapable can be entered with Planetwalk, but can only be left through the inter-realm gateways as per normal
Partial Change: Instead of fully transforming, the Tirivahni can choose to only change part of his or her body to make use of things like claws, wings, gills, night time vision eyes, prehensile tails etc. Note that Children of Icc, once they gain this ability, almost always wear their tails. Also, any animal parts worn can be damaged as normal, and if transformed back, the wounds remain on their corresponding Tirivahni form parts.
Indigo Claw: The Tirivahni can use a full or partial change to summon the defensive portions of their animal form, such as claws, antenna, talons, fangs, tail, beak, etc. They can then charge this appendage with the energy of their soul, doing equal dice of damage as their proficiency in Brawl, only this damage is dealt to the IP instead of the PP.
Magnificent Spirit: Once per character level following level 7, the Tirivahni may roll to see if their spirit in their animal form takes on an unusual size. If they are a Tece Iseapo, they can roll 2d8, and if they roll a 1 on either, they gain this attribute. If they are a Tenye Iseapo, they can roll 1d8 with the same chance. Magnificent spirit doubles all damage done in animal form. If they achieve this form at any point, they then stop rolling on subsequent Level-ups.
Gift of the Pomeli (Ashka): At this point, the Tirivahni can select any Ashka Pomeli as their Patron Saint. It does not need to coincide with their Iseapo element, but certainly can if they so choose. They then gain the corresponding gift that they can activate by successfully rolling their NMP check. Azjik (Sun) God of the People, guidance Perfect Leadership. Auto-succeed any Leadership check. Benayne (Moons) Goddess of Education, crafting skills Perfect Knowledge. Auto-succeed any Study-Recording check. Donsil (Sun) God of Wealth, indulgence Perfect Balance. Auto-succeed any Trading check. Dorsim (Light) God of Life, experience Increase Resistance. Permanently increases all Resistance rolls by 1 die. Emmaitu (Planet) Goddess of Fortune, chance Perfect Luck. Auto-succeed any Luck check. Forzai (Light) God of Hunting, marksmanship Perfect Shot. Automatically target any normal target. Fularn (Moons) Goddess of Invention, application of knowledge Perfect Logic. Auto-succeed any Science check. Ginnailu (Earth) God of Crops, farming, cultivation Perfect Crop. Never be without ready sources of food. Izdarn (Sun) God of Productivity, the joy in ones work Perfect Aptitude. Auto-succeed checks on one of the following (select one): Boat-handling, Transport, Swim, Fortune Telling. Kemma (Light) Goddess of Medicine, healing Perfect Treatment. Auto-succeed any Medicine check. Kyarina (Fire) Goddess of the dance, allure, captivation Perfect Step. Auto-succeed any Dance or Tumble check. Mayanine (Dark) Goddess of the Huskline, metaphysics Perfect Sight. Auto-succeed any Metaphysics check. Mekekla (Planet) Goddess of the Royal Family, tradition Perfect Rule. Auto-succeed any Public affairs check. Mordi (Dark) Goddess of Death, final passage of the soul Increase Strength. Permanently increase all Strength rolls by 1 die. Nuossi (Light) Goddess of Youth, children. Perfect Innocence. Auto-succeed any Religion check. Orpeal (Air) God of Music, art, poetry Perfect Grace. Auto-succeed any Charisma check. Pedaely (Moons) Goddess of Marriage, family Perfect Match. Auto-succeed any Manipulation check. Philin (Planet) God of the Soul, memory Perfect Soul. Auto-succeed any Channelling check. Rantam (Fire) God of Mischief, trickery Perfect Escape. Auto-succeed any Subterfuge check. Rulaydin (Fire) God of War, armed combat Perfect Weapon. Select one weapon in the owners possession; no matter what blow its AC cannot be damaged nor the weapon broken. This gift can be transferred to a new weapon should the owner chose, but cannot bless more than one weapon at a time. Sedadine (Light) Goddess of the Manna Weave, enchantment. Perfect Charm. Auto-succeed any Sex/Seduction check. Zamanto (Fire) God of Smithing, empty-hand combat Perfect Craft. Auto-succeed any Crafting check.
Gift of the Pomeli (Ρdai): At this point, the Tirivahni can select any Ρdai Pomeli as their Patron Saint. It does not need to coincide with their Iseapo element, but certainly can if they so choose. They then gain the corresponding gift that they can activate by successfully rolling their NMP check. Ardenidal (Planet) Goddess of Autumn, decay Immunity to diseases. Balaste (Dark) Goddess of the Animals, wilderness Subdue Wild beast. Calm/tame any wild creature that is spooked/aggressive/afraid etc. Brujil (Earth) God of the Mountains, crystal, gemstones Summon earthquake. Cephus (Planet) God of Time, eternity Retain Youth. Tirivahni stops aging at the point and condition in which they take this gift. Eirdula (Air) Goddess of Lightning, storms Summon lightning/electricity. Gushran (Air) God of Wind, sailing Commune with the Winds. Talk to the wind spirits for information or to send messages. Hadulit (Earth) Goddess of Plants, flowers, pollination Coax Plants. Causes plants to grow rapidly to the will of the Tirivahni. Jizuim (Water) God of Rain, mist, dew Summon Rainfall. Jullieker (Sun) God of the Sun, daytime Banish Shadows. Can also be used to break the clouds. Kekmae (Earth) Goddess of the Forests, mushrooms Commune with the trees. Can speak with the trees and plants of the forest to glean information. Lanakem (Water) Goddess of the Lakes, rivers Ford River. Can ford or cross any river or lake without aid. Loffur (Dark) God of Shadows, ghosts Immunity from becoming Grey. Molammim (Fire) God of Flame, sparks, embers Immunity to burns. Nekaiya (Dark) Goddess of Winter, the shades Immunity to all Status Effects. Sashin (Air) God of the Sky, travel Permanently increase all Intelligence rolls by 1 die. Tamah (Sun) God of Summer, the prime of life Increase Initiative by 3. Tuvonzir (Air) God of Spring, renewal Permanently increase all Recovery rolls by 1 die. Uvarn (Moons) Goddess of the Moons, night time Illuminate the Darkness. Veteirndi (Water) Goddess of the Oceans, tides Summon sea storm. Vildu (Light) God of Light, epiphany Permanently increase all agility rolls by 1 die. Welawe (Air) Goddess of the Stars, fate Permanently increase all Wisdom rolls by 1 die. Yutoyu (Water) God of Snow, ice Freeze water source/immunity to ice burns.
Tenye House (or Tece House): Or Tece House, as the case may be. This is a permanent protection from the corresponding element of their God. As one belongs to the House of the Tenye or Tece whos form they assume, by this stage, (as in death) they will be made sacred to the element of their patron. In the living form, this gives them a heightened resistance to damage from that elemental source. The basic six are straightforward (light, dark, fire, water, earth, air) and protect you from natural as well as summoned elementals, cast magic and charms/runes etc of that elemental type. Sun refers to any cast source of offensive Manna Weave based magic; Moons refers to any cast source of offensive Huskline based magic. Planet refers to any poison, illness or disease including slowing down the aging process.
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The Pantheon
The Iseapo
The Tece Iseapo Iaea - The Griffon - Goddess of the Regal and Manners, the Griffon Goddess Copper Tece Iseapo/Tirivahni Griffon, sun, high society, politics and monarchs, hierarchies, traditions: Iaea is the leader of the Tece Iseapo, and thereby leader of all the Tenye Iseapo as well. Iaea implements the rules and enforces the hierarchy of worship, organization and traditions. She is said to be the one who holds council on matters of soul, and whether or not a Tirivahni soul will become a Founderline. In personality Iaea is strict, adhering fiercely to the rules and brooking no deviation no matter what the reason. In this respect she is entirely unforgiving, and has no compassion. The Children of Iaea are the rarest of the Tirivahni animal spirit, and being a Child of Iaea comes with great stigma. When a youth is discovered to be a Child of Iaea they will be pushed into positions of authority, forced to train hard to make the most of the soul they have been granted by the gods. Often they live long, personally unhappy lives, rarely finding marriage, and seldom raising children themselves if they even have them at all. They are socially aloof and can tend towards arrogance, megalomania, and have a tendency to display condescending behaviour to anyone they judge as lesser. Patron: Children of Iaea, authority figures such as law makers, judges, guardians of occult secrets, Priests of the Omalian Circle, court attendants to the Empress. Iea - The Unicorn - Goddess of Purity and Innocence, the Unicorn Goddess Gold Tece Iseapo/Tirivahni Light, innocence, purity, absolution, repentance: Iea is considered the youngest of the Tece Iseapo, and often forms the sole voice of compassion and mercy in the Tece counsels. As she represents the Unicorn, an animal extremely rare in modern day, her kind carry many stigmas and myths, including their ability to force others to tell the truth, and their ability to draw kindness from even the most evil or corrupt of men. The Children of Iea are generally simple in appearance, but possess their own kind of innocent beauty. They tend to possess great compassion and understanding, and often go on to do great works of humanitarian impact and trans-cultural selflessness. Patron: Children of Iea, judges, nurses, humanitarians who help the impoverished/diseased/desolate. Miracles: Itu - The Capricorn - Goddess of Ascension and Improvement, the Capricorn Goddess Electrum Tece Iseapo/Tirivahni - Capricorn, Planet, improvement, perfection, ascension: Itu is the law-maker of the Tece Iseapo. While Iaea needs to approve each law Itu writes up, and Iaea does the actual enforcing of the laws, Itu is the mastermind behind the lawful scriptures. It is said that Itu is the one who invented the current legal system as practised in Tirivahn and Suoro. She is the one who began the practise of clauses in law to tailor each law to each specific circumstance, in the pursuit of a perfectly impartial, all-encompassing codex of written law. Children of Itu are very obedient to authority figures and the law, always having great faith and trust in the bureaucracy and institution. When they grow older they often develop a strong need to try to improve things in their life, whether it be to perfect themselves and their skills or to try to change and improve the systems that affect their lives whether that be hierarchies, systems of law, martial arts or classical art skills. The outcome is that they often end up creating a new offshoot or method of doing pre-existing skills. Patron: Children of Itu, innovators, inventors, scientists, magic users, martial artists, social workers, lawyers, professors, bureaucrats. Miracles: Unu - The Giant Sea Turtle - Goddess of Longevity Unu is said to be the oldest of the Tirivahni deities, born before time was time. Since her birth preceded the natural order of cyclical life, she is outside of it, and will never grow old and die. Despite her immortality, she is not a young being, but at a point of maturity. She represents the wisdom of age, the patience of maturity, the guidance of experience. Patron: Children of Unu, teachers, advisors, grandmothers, grandfathers, mentors, tutors, guardians, librarians, sages. Miracles: Fao - The Dragon - God of Magic and Intuition, the Dragon God Silver Tece Iseapo/Tirivahni Dragons, Moons, enchantments, spell work, intuition, reflexes, divinity of the spirit: Fao is the only male of the Tece Iseapo, and in many of the myths he is said to be the father of all the Tenye Iseapo by coupling with each of the other Tece Goddesses. Mothered by Iaea in order: Apec, Ilo, Ebrd, Iho and Oas. Mothered by Itu in order: Asean, Cern, Ce, Nam, Pica, Ibrd, Unor and Iom. Mothered by Unu in order: Bis, Upu, Iadb, Osce, Wipo and Asadb. Mothered by Iea in order: Icao, Nea, Icc, Ida, Imf, Imo, Iso and Eknar. Fao stands for all things that have been pushed aside and finally demand attention. He urges one to deal with weaknesses they have been ignoring, tasks that have been brushed aside, conflicts that have been left unresolved. In personality, Fao is considered a reserved deity, he rarely surfaces or tasks action unless he believes the situation has reached a point of no return or dead-end. While he holds strong personal beliefs and ideas on how to deal with and solve issues, he is not one to press his opinions on others as he believes firmly in others also reaching a point of self awareness as he has. Still, when a middle voice of reason and unbiased opinion is needed, Fao is that voice among the Tece Council. Children of Fao are the second most rare of the animal spirits, and like the Griffons come with a great deal of stigma. While the Children of Iaea are pushed and pressured to make something great of themselves, Children of Fao are watched with intense curiosity and wonder. While Children of Fao are considered like a caterpillar hidden within a cocoon, reading to burst forward at any moment dazzling and brilliant, it is more often that the children of Fao are slow moving and quiet in their latent abilities and talents. They are usually not fully appreciated until they have passed away. Many famous composers, artists, magic users and philosophers have been Children of Fao, and while they were considered disappointing to watch when they were alive often condemned for not doing more with their lives, or not producing as much as quickly as the watching masses would have liked their works have stood the test of time and continue to be quoted and compared to newer works as the centuries unfold. Patron: Children of Fao, philosophers, mystics, mages, enchanters, witches, any of the arts in which someone displays untrained talent. Miracles: Everlasting Fame (a follower of Fao will create one work in their field of expertise that will last long after the follower has died away, which can by default support the remaining family/descendants, and immortalize other works completed by the follower for centuries to come.)
The Tenye Iseapo Bis - The Serpent - God of Apathy Bis is said to be the first of the Tenye Iseapo. He is the original mercenary, and has no loyalty higher than that of his own survival. He is constantly calculating, constantly re-evaluating, balancing, determining gains and losses. He has no qualms whatsoever switching sides, alliances, opinions and efforts to ensure he's not on the losing side. Highly intelligent, masterful at tactics, Bis is upfront and honest about his transience. He is one who takes no risks, adding his support only to sure things. He prefers a steady growth than a sudden possible chance for improvement. He is not one who likes uncertainty and is constantly in pursuit or information so that his judgments and evaluations can be correct. There is no connotation for the Tirivahni of malevolence from the Serpent God, merely nuetrality. He is interested in outcomes, not individuals. Patron: Children of Bis, mercenaries, tactitions, players of strategy games, accountants, gamblers, entreprenuers, champions, victories. Miracles: Icao - The Lion - God of Pride and Success, the Lion God Gold Tenye Iseapo/Tirivahni Sun, virtuous pride, success, birthright, the inheritor: Icao is the spokesperson for the Tenye Iseapo and their unofficial yet unanimous leader. While Icao himself is not infallible, he has a good sense of understanding, and easily takes advice from those around him who have something worthwhile or intelligent to say. Icao represents all that is good in a leader: someone trustworthy, charismatic, open-minded, understanding, firm and just. He protects his friends and family for moral and ethical reasons, and dutifully stands before them to defend them in times of adversity. His children make good leaders for groups such as Councils, committees and guild leaders. They also make good officials and teachers, and any position of direct power or influence over other people. Patron: Children of Icao, teachers, officials, police, politicians, guild members and leaders. Miracles: Iom - The Gazelle - God of Speed and Luck. Said to be the only deity to travel into the Realm of Fire willingly and survive long enough to find a way out. Less said is that he was tricked into it by the God Icc, and they say that is why there is no love between the gazelles and the monkeys of the Tirivahni grasslands. Iom is gullible, affable, gentle, generous, joyful, forgiving, cheerful, extremely lucky, and with a rather short attention span. He stands for those with the curiosity to learn, to taste, to touch to do. But, only a taste, before moving on to the next biggest and brightest attraction. Understandable, he has had a great many experiences with all manner of people, deities, places, activities and Realms. However, he never really sticks with any of them long enough to get to know anything about it. He is the observer, the passive supporter, but not a master or specialist in any noe thing. A jack-of-all-trades would give him far too much credit, for he is only full of beginner's luck and enthusiasm, lacking any great amount of skill. Patron: Children of Iom, students, children, youth in general, seasons, fleeting moments, dancers, mavericks, electrum rods. Miracles: Icc - The Monkey - God of Mischief Icc, the monkey god, of the element of Moon, specifically relates to the double crescent. He is the time of night, of glimmering hints of light, or obscured vision, of dimmed senses, of dulled clarity. Icc takes advantage of these states for a lark, a laugh, or downright malice. Capricious and playful, easily enraged, and as easily placated, he is a simple creature, living off the cuff. Everything must come in turns for Icc, in mimic of how he swings branch to branch. He wants the new, the excitement, the rush. And he wants to have a good time. The problem with Icc is that he does not have the sense of decorum to make any prank last longer than a few moments, for he needs to laugh, to share the tale, to spill the secret. He is not noe to be feared, but nor is he to be trusted. He is the unpleasantness of a wet sock on a dry day, the irritation of sounds keeping you awake at night, the frustration of things being misplaced. But, he is also the joy of sharing a joke with a friend, the glee of seeing an enemy trounced, the delight in play and games. Icc may be infantile, but he is also full of life. His season is short, but it is never long before he is back. Patron: Children of Icc, parties, drunkards, miscief makers, pickpockets, jesters, comedians, tavernkeeps, youth, carnivales, the crescent moon. Miracles: Imo - The Dog - Goddess of Obedience Imo is married to Ibrd, the Rhinocerous. She is timid and soft-spoken, gentle and shy. She is retiring, and hates confrontation, she is meek and mild and weak-willed. Imo works hard, but always for other's approval. she is obedient to a fault. She doesn't ask questions, and never complains, and despite all mistreatment (and at the hands of her husband, that is ample) she remains ever loyal. Imo stands for bond that cannot be broken. She stands for love that will endure all trials and never falter. She stands for constinence, for fidelity, for devotion. She has made herself slave and servant to that she loves, devoted herself to it purely and truly, at no behest but her own. She is one who denies her own desires and goals in order to fully pour herself into the wishes adn dreams of her loved one, her children, her friends. She is evert the support, never the star. Patron: Children of Imo, spouses, the weak, slaves, servants, social servants, footsoldiers, members of the cloth, monks, convents, devotees of any cause. Miracles: Iso - The Tiger - Goddess of One of the most beloved of the Goddesses, and often perceived as an ideal to aspire to. Iso is proud with reason, without being arrogant. She is strong and firm, without being hard. She is a huntress and a cunning tactition, without being a warrior. She is graceful and lither, without being soft. She is clever and clear-sighted, without being withdrawn from the physical world. Iso is independant, she is competant, she is capable and she is skilled. She works well on her own, takes a leadership role in groups. She has a strong sense of purpose and a strong drive to achieve. But she is tempered with patience, and with a sense of balance. She shows temperance, she never takes more than she needs, she destroys her enemies, but is willing to let sleeping cats lie if the time is not right. Patron: Children of Iso, hunters, marksmen, politicans, royal guard, heads of guilds or organizations, deans of universities, gameskeepers, animal trainers, perfectionists, temperance. Miracles: Ilo - The Falcon - Goddess of Perception and Freedom, the Falcon Goddess Bronze Tenye Iseapo/Tirivahni Air, lightning, storms, perception, freedom, solitude, individuality: Ilo is one of the most double-faceted deities in the Tirivhani pantheon. On the one hand, she is outspoken, standing strong in the face peer pressure to represent her personal beliefs of what is right or morally just. On the other hand, she is also single-sighted, caring more for her personal well-being than for what is best for the group. She is said to have a sudden and violent temper, and often leaves conflicts unresolved because she does not want to deal with them. She was the strongest supporter of Eknar before his fall from grace, and was the only Iseapo to keep contact with him after his fall from grace. Some say she was a lover, others maintain her steadfast friendship with Eknar as more a matter of equal peers with a sibling-like mutual respect between them. However, it cannot be denied that in the face of Iaeas scrutiny even Ilo stepped down during Eknars trial and did not speak on his behalf. Children of Ilo tend to be temperamental, anti-social, but with a highly developed personal concept of right and wrong, though often these personal perceptions do not coincide with what is considered socially acceptable or fashionable. Often Children of Ilo are ahead of their time, embodying trends or moral concepts that come into fashion years and sometimes decades later. Patron: Children of Ilo, independents, monks, only children, innovators, Elementalists of the specialty of Storms, entrepreneurs. Miracles: Iho - The Butterfly - Goddess of Art Iho is delicate, graceful, floating and serene. She is expressive, often without need for words. She is the striking of inspiration, the flight of whimsy that instils appreciation for beauty, that rekindles passion, that fills with a need to communicate this beheld wonder with the world. She is patron to all arts, but especially loves painting, dance, song, prose and poetry, tapestry, drama and sculpture. She has little physical strength, but can still quiet a room. She is quiet and unassuming, but still evokes emotion with her work. She loves the entire creative process from conception, through work to execution. She is one to stow away with an idea until it is perfected, and then burst it into life, as the butterfly lies in its cocoon. She believes in practise to find perfection, in devoting time and effort to create. She believes that through art we can explore all manner of experience and feeling that we dare not face in the waking world, and through that exploration we will find a higher understanding of ourselves and others that will enhance compassion and harmony between living beings. She is the true bohemian. She continues fighting for her cause so long as eyes shed tears and hearts beat aflame. Patron: Children of Iho, artists, painters, weavers, sculptors, actors, playwrites, singers, composers, writers, potters, performers, tailors, pleasurists, musicians, minstrels, bards, artisans. Miracles: Upu - The Fish - Goddess of Emotion Upu is elusive, ever-flowing, ever changing. She is the seat of emotion, but is rarely constant. She is all range of feeling from fear to ecstacy, from rage to sorrow. She feels in the mildest terms, and in the most soul-consuming. She loves freely, and grows bored quickly, she seeks to find her true self, and never succeeds. She is difficult to pin down, impossible to confine to logic, difficult to explain. she does what she will, she is who she is, and there is more luck of stopping the sun in the sky than stopping Upu feel. She is said to be the heartseat for the world's emotions, that all feeling springs from her, that each scale along her back is a mirror from whence each possible emotion is felt, and through their high shine, we often get contortions - why love so quickly turns to hate, why admiration is smeared with jealousy, why pride is filled with self-love. Upu is the blending of waters, the diffusing of clarity. She is beautiful and mysterious to behold, but many sages say, it is better to stare in awe of Upu, than try to catch her, for the former will show you wonder, and the latter only disapponitment. Patron: Children of Upu, lovers, dreamers, psychologists, counselors, matchmakers, artists, poets, composers, misers, socialites. Miracles: Osce - The Crab - Goddess of Defence Osce is retiring, defensive, distrusting. She fears pain and suffering, and so recoils from the world. she is the good sense to stand down from confrontation, the need to remove oneself from the world when needing to rest, or recover, or heal. She is quiet-time and rest of body and mind and heart. She is hiding behind barriers adn pretences, of admitting defeat. But she is also cowardice, lack of confidence in ones own abilities. She is fearful of new things, distrustful of new people, denying of change and new ideas. She is the new moon, the lack of light, the dark places, the giving in to primal fear and primal hate when the truth is too scary or painful to bear. She makes it easier to give in to despair than to bear the second chance of rejection. She is the hermit, the recluse, the blind woman. They say that Osce rides the tides that separate our world from the Primordial World where Wipo reigns, not as a gatekeeper, but as flotsam waiting for a safe place to land that will never be found without the effort she so refuses to give. Patron: Children of Osce, invalids, veterans, the sick, hospitals, nurses, the heartbroken, xenophobics, spinsters, widows, orphans, urchins, indentured slaves. Miracles: Nam - The Cow - Goddess of Motherhood Nam is the full moon, ever-pregnant, ever lover of her many many children. Nam lives for her babes, and she protects them. Nam is the concerned care of the wellfare of her progeny. She is new mother, grandmother, aunt and sister. she is the family unity of caring for ones kin. she is the ties of blood between family - both alive and ancestors long since past. She is full of news about the whereabouts of activities of the relatives, and full of advice for the youngsters. she means well, but ocassionally Nam becomes over protective, ensuring that a youngster has everything they might possible need - compass, maps, three weeks rations, clothes for all seasons, mending kit, walking stick - and one is only heading down to the store. She tends to overthink and to worry, to expect the worse when one is five minutes late. she throws herself into a tizzy, but she is always working hard to make sure that everything is done. She's never too tired to bake antoher batch of cookies, or to make sure there are fresh flowers for when you get home. She is the comforting arms that hold you when you cry, the understanding smile when you've told a secret she'd long since figured out, the last defence to catch you when you fall. She is comfort, for she will always be there, no matter what happens, will always love you, no matter what you do. Nam is mother to us all. There are some cults to Nam that worship her as mother to all the Tenye Iseapo, but this is generally seen as heresy. Patron: Children of Nam, mothers, parents, guardians, friends, travelers, hostelries, gardeners, bakers, homesteads, ancestors, confidants, doctors, priests. Miracles: Pica - The Pig - Goddess of Popularity Pica is the height of desirability. She is classy, elegant, witty, charming, friendly, a brilliant hostess, and talented in bed. Pica is for the hosts and hostesses, for social gatherings, for interaction between peers or clubs, and the hope that one will be well-liked by those they admire. Pica is the origin of skills of etiquette, changing fashions, standards, the guidelines for acceptable behaviour. She is always willing to welcome a stranger into her house, but will judge him on how he conducts himself. while she is willing to spread her arms to all we wish her company, she does have her favourites. She is generous with gifts and patronage to those with wit or intelligence, or skill for some art, those who have news, serve well, or please her by mien or grace. However, to not recieve an invitation to one of her galas is considered and ostracization, a dismissal, a deep blow to one's worth and standing. She is the glittering popular circles that everyone admires and wants to be part of, but what exactly does she do? aside from spread gossip, and make judgments based on one's choice of hat? Pica has her place, she brings life to a party, she brings people together, gives a reason to celebrate, a chance to meet new faces or hear innovative ideas. But be careful not to get too swept up in her magnetic draw, for once in her pocket, she owns you. Patron: Children of Pica, divas, intellectuals, champions, ruling bodies (such as of Guilds, Universities, Political cabinets etc), the fashion world, tailors, milliners, banquets, celebrations, news, gossip. Miracles: Iadb - The Shark - God of Cruelty Iadb is sometimes considered evil, but even if not, he is definitely mean. Often the antagonist, he is determined to get along with noone. He has no friends - by choice! He is cruel without reason, he enjoys causing pain, showing someone for a fool, embarrassing one in front of those they admire, dashing hopes, crushing dreams. He is competative to the point of violence, and under no cercumstances will he quit or allow himself to lose. He sneers at softness, turns away kindness, and thinks only of himself. He is single-minded, and sociopathic in thinking of others. People are objects to him, either something to be taken if desireable, or swept away in in his path. He has no regard for manners or expectations, and in fact quite enjoys dashing him. He is the villain, the rapist, the thief, the rogue. He is the darkness in our own hearts that makes us contemplate doing the wrong thing because it will be easier, taking the lowroad to get even, giving in to revenge or theft or violence. He has his place in the world, but he has this uncanny way of making you feel wretched when he wins you over, and a nasty habit of perpetuating his qualities. Once you slide into his darkness, he makes it ever so slippery to redeem yourself - both into upright living, and into the eyes of one's peers. He claims the fallen and keeps them under heel. He is the badluck that befalls you when you're too weak to fight it, the financial disaster when you've just worked yourself to the bone to scrap together something to get out of debt, the faults coming to light just when you've tried your best to be good. He wallows in the oil and grime, and he wants you down there too - not because he wants some company, but because he's hungry, and you'd make a satisfying meal. Patron: Children of Iadb, murderers, criminals, deceivers, spies, thieves, asassins, rapists, bandits, berserkers, wild men, brawlers, mercenaries. Ebrd - The Rooster - God of Communication Ebrd is the crower of tales, the herald, the bringer of news, the communicator, the story-spinner. He is an entertainer, and a message bearer, and a bit of a gossip. He likes to talk, a lot, and it is often very difficult to get him to stop. He is lnog-winded, but often very entertaining. While Iho waits for her work to dazzle, Ebrd draws you into his tales for sheer entertainment. Sometimes you learn something, sometimes you're startled or scared, or made to laugh or cry. While Iho evokes emotion on an intellectual and higher emotional plane, Ebrd's right down there in the muck with you, sharing and recieving, feeling and adding flourish to the tale. He does strive towards truth -but with so much knowledge and so many stories in noe head, who can blame him for mixing up facts a little, stretching the truth juuust enough to fit in all those feats and triumphs? Ebrd is good natured, good hearted, and loves to visit with friends, both to share news and to glean more. He's also a bit of a performer, a troubador, a bard. He creates his own work as well, and it is said many of the fables about the Gods has come from his very own quill. He is one who searches for information, who learns for learning's sake, who creates not for the sake of creating, but to share in something, to bring people together in a common adventure. Patron: Children of Ebrd, writers, heralds, bards, troubadors, scribes, notaries, historians, sages, poets, performers, clowns, actors, wanderers. Ibrd - The Rhinoceros - Wipo - The Spider - Ioc - The Bear - Asadb - The Scorpion - Copper Iseapo/Tirivahn greed, gold, sickness: Asadb is the younger brother of Wipo, and is said to be the only Iseapo deity who does not sleep. Asadb is obsessed beyond reason with his hoard of gold and treasure and guards it eternally watchful, tail raised high to strike. Gold and copper in colour, Asadb blends into his hoard so that his body seems a part of his wealth. The other aspect of Asadb is sickness, mostly of the variety of madness, obsession, plague, and degenerative diseases. Those who pray to Asadb are the greedy, misers, the wrathful, or those miserable with their lives. Patron: Yellow Witches, Accountants, Scribes, Advisors, insomniacs, Misers, the chronically ill. Miracles: Gods Gold (creates solid gold out of solid objects to the limit of Asadbs will), Misers Sickness (inflicts a non-terminal degenerative Disease or heightening madness upon one target which cannot be undone). Unor - The Ram - Cern - The Stag - Ce - The Lamb - Oas - The Crab - Ida - The Rabbit - Apec - The Eagle - Electrum Iseapo/Tirivahn Justice, homosexuality: Apec is beautiful, regal and proud. With a coat of rich russet feathers and a crown of blazing white, Apec is entirely homosexual, and takes many male lovers throughout the Iseapo and Pomeli pantheons. When Apec strives for justice, he does not strive for the triumph of the good, but for balance and true equilibrium. Apec governs all legal matters of the Heavens, and sets his examples for the Tirivahni: be unbiased, serve punishments that befit the crime, equalize the opposing parties with compromise and sacrifice. While some say that Apec can see the world only in the terms of opposites, always juxtaposing and comparing, his wisdom is great, and his mediating skills are always obeyed. Those who pray to Apec are those who suffer injustices, oppression, imbalance, and relentless turmoil. Patron: Judges, upholders of the law, Missionaries and Electrum Rods, Conjurers, Alchemists, Monks, the homosexual. Miracles: Divine Justice (Brings one wrongdoer to justice, punishing him/her in the like manner of the crime committed), Equalizer (makes the two sides of a conflict equal in resources by either lending to the disadvantaged side or striking down the advantageous side to offer equal opportunity). Asean - The Horse - Copper Iseapo/Tirivahn Perseverance, hard work: Asean is very straightforward and honest, truly caring about his worshippers and their well-being. Asean represents all those who pour their hearts and souls into their work and give their all regardless of circumstances. Asean protects and assists those who refuse to give up on their projects until they are complete, regardless of how long it takes or how hard it becomes. He supports the earnest and the dependable, and all others who dont get nearly as much credit as they should, lending them the strength to continue, even if they continue unnoticed. Patron: Craftsmen of any kind, labourers of any kind, apprentices. Miracles: Stamina (Causes the Health Pool of the faithful to replenish as soon as it is depleted until the Task is completed), Inspiration (teaches a Craft or Tinker to level 5 instantly). Imf - The Mouse - Eknar - The Wolf -
The Pomeli
Ashka Pomeli Azjik God of the People and the Realm of Peolysia Sun: Azjik is the God of the common people, the populous of Tirivahn and anyone not in a position of direct power. He is an unofficial representative of all the Ashka Pomeli, though this title more fittingly belongs to Philin. Azjik is said to be the deity who brought crafts and skills to the Tirivahni people, though he is clearly stated as not being the inventor of these skills. Among other talents, he introduced sewing, writing, medicine and weapon arts. Those who endevour to take on a task by themselves, take a stand for independant opinion or speaking out, learn something new, attempt to self-improve, work for the better, strive for a good cause invoke Azjik's watch and guidance. He is a god who represents the act of thinking of others as a whole, group work, taking into account and weighing choices and available information. He admires humility, and pleasure taken in the act of skills done well. Those who do not share their gifts, withhold help that they could easily give and insecurity or embarasment about one's own skills are all areas which Azjik can help one with. Azjik is represented as fairly young, charming and beautiful, with soft blue hair, rich green eyes and a small patch of hair on his chin. He is distinguishable by the Messengers cap he wears and the tall stave he bears. Benayne - Goddess of Teaching and Crafting - Moons: Donsil - God of Commerce and the Physical Plane - Sun: Donsil is said to be the son of Dorsim, though his mother is debated. Short-sighted and often foolish, Donsil nonetheless has an impecable mind for calculations, mathematics, evaluation and commerce. He is said to be the one who initiated a system of currency in Tirivahni, and thereby invented taxes, debt and minting of coins. Donsil is good-natured and magnanimous, though he has a love of excess and is a rather gluttonous god. He represents decadence, excess, indulgence, unbalanced circumstances, splurging, physical possessions as a replacement for security, comfort and happiness. When these things arise, as well as repetative unfairnesses in life, inequalities and monetary hardships, Donsil is invoked to remind the god to mind his scales and set things back to balance. Donsil is also the patron god of the Tirivahni Sun Dance and is invoked along with Apec to preside over the judging of the annual contest to ensure fair judgment. Donsil is depicted with round spectacles, a short-cropped blue beard, heavy-set yet handsome with a band of gold sun medals across his chest. He is occassionally seen bearing gold scales. Dorsim - God of Life and the Realm of the Spirit - Light: Emmaitu - Goddess of Fortune and the Path - Planet: Forzai - God of Hunting and Stealth - Light: The eternal rival of Balaste, Forzai is said to be half in love with and half in loathing with the Mistress of the Animals. She is the ultimate quarry that he pursues all day and night and yet can never catch. Forzai is dedicated, skilled, tactful and a fair sportsman. He is an astounding marskman, and can use bow and arrow, thowing weapons from daggers to javelins with ease. His stamina and dexterity are excellent, and he can easily keep pace with any beast. He is said to rarely sleep, and when he does to sleep as lightly as a cat, hence the phrase: "Forzai shift" meaning without sleep, or all through the night. Always nomadic, without a single place said to be his origin or base, he is often called Forzai the Hunter. Forzai is the god to pray to for stamina, persistance, competition, and the resolution to not give up. He is a god to invoke when one is having trouble dealing with competative streaks, disdain for opposition or contradiction, weariness with repetative practise, issues of arrogance in ones skills and excessive pride even if it is warranted. He is the joy of the chase, fair sportsmanship, admiration for those who best you and the focus on the means rather than the end. Forzai is depicted with his horn and bow, and often with a hunting kite on a flaconer's glove and tether. He is shown as half-bearded with plum-purple beard and hair, with orange eyes and traveling clothes. Fularn - Goddess of Invention and Innovation - Moons: Ginnailu - God of the Crops and the Garden - Earth: Ginnailu is the farmer; he tills the land, sews the seeds, waters the crops and harvests them. He invented irrigation and taught it to the Tirivahni. It is said due to the teachings of alternating planting fields, and biodynamic farming methods that Tirivahn remains such a fertile, luscious land. Some of the most beautiful gardens in the world are in Tirivahn, and dedicated to Ginnailu. He is credited with the invention of the yoke, the scythe, the plow and the sickle. He often clashes with Balaste, who he considers as a pest to his carefully maintained lands. He represents providing for oneself and others, creating something of beauty and substance, appreciation for the bounty of the earth, being in touch with nature and the land, making good use of the turning of the seasons. He is depicted in a farming cap, clean shaven with green eyes and a heavy load on his back and a sickle at the ready in his hand. He is alternately depicted with a seedling and watering can as a motif in gardens. Izdarn - God of Productivity and Ability - Sun: Kemma - Goddess of Medicine and Healing - Light: Kyarina - Goddess of Dance and Expression - Fire: Mayanine - Goddess of the Huskline and Evasion - Darkness: Mekekla - Goddess of the Royal Line and the Realm of Fialysia - Planet: There are many contradictory myths about Mekekla, some stating that she was originally an Iseapo and fell in love with Azjik and so gave up her purly beast form to shift into a transitional form more like his, others say that she is actually the daughter of a coupling between Iso, the Tiger Goddess and Azjik, God of the people, and thus spawned Mekekla, the Goddess who shifts between the form of a Pomeli and a White Tigress. Many myths claim that she was the lover of the first Emperor of Tirivahn and mothered children with the form of the White Tiger, which has since become the symbol of the Royal Line. She represents undeniable power, authority, tradition and the way of things. Through the ages she has guided the royal Emperors and Empresses of Tirivahn to rule and govern their people, and always the rightful heir has been determined by the one child of the current ruler who takes on the form of a White Tiger. Mekekla is often depicted in half-change, with a woman's face and a tiger's body, or the other way around. In her woman's face form she is depicted with dark indigo hair and copper eyes. Mordi - Goddess of Death and the Realm of Vuvaithon - Darkness: Mordi is the Pomeli who takes the Life Spark from each Tirivahni when they die, separating the elemental components and scattering them back nito the world. She is said to never leave her hall unless it is to collect the souls of the dying. There is a myth that says in the ancient days she fell in love with a Tirivahni mortal named Luenyn, and when she tried to kiss him her touch ripped his soul from him and he died. Mordi was left with nothing but his life spark, flickering in her arms, and she held on to it, unwilling to dissemble it. Because of her folly, his corpse became a Grey creature and he was doomed to an afterlife in the Realm of Vuvaithon, where she was forced to bear witness to his pain and eventual madness. Since then she has refrained from direct contact with the living, and is considered morose and melancholy, rather than malevolent. She is the mother of Loffur by Philin and of Kemma by Dorsim. She is prayed to in times of illness, to take the souls of the dying gently, and to help those accept the inevitable future. She is patron to notaries and funeral directors, and all those who organize the setting right of loose ends before death. She is the reminder of tasks that need to be completed, wrongs to be righted, promises once broken not to be forgotten. Mordi is depicted with inky blue-black hair, darkly ringed green eyes, and an ever sad expression in a ghostly pale face. She is generally shown in black from the neck down, with only her ghostly white hands showing from under her sleeves, and is often drawn in a black throne adorned with white crystal. Nuossi - Goddess of Youth and Faith - Light: Orpeal - God of Music and Art - Air: Pedaely - Goddess of Marriage and Family - Moons: Philin - God of History and the Realm of Tulorian - Planet: Philin is most commonly known as Gradfather Pomeli, and is considered the advisor of all the Pomeli - both Ashka and Ρdai alike. Philin is the wily and wizened Keeper of the Life Sparks, and is said to craft each one individually for each Tirivahni being born. It is said that Philin resides in a mystic trove of endless scrolls, parchments, books and records. Within his anals, it is said, exists an account of everything that has happened, is happening or will happen. The most often talked of are a set of thirteen red leather bound books known as the Tomes of Philin. While legend and myth argues over what they actually contain - ranging from the secret to eternal life to the full knowledge of life, the universe and everything, to the most complete historical records in existence - there are many who believe that these tomes actually exist somewhere attainable and many have searched over the years in vain to unearth them. Philin is also credited with fathering Loffur by Mordi. Philin is depicted as a sage with a long inky black beard, and a halo of 9 life sparks, one for each element. He is shown as an old man in dress and posture, but with a young face and bright-eyed despite his apparent years. Often pictured with him is an owl familiar named Tophinyn, who is said to be able to reflect the Life Spark within each of us in a single glance. When an owl appears in one's path, it is said to be a meeting of choice and destiny - a chance to change one's set future. Philin represents knowledge and information that is indisputable. He is often patron to fortune tellers delving into past lives, sages seeking the arcane and long-since forgotten, and hunters of lore and artefacts. Rantam - God of Theft and Mischief - Fire: Rantam is said the son of Rulaydin and Balaste, and is a trouble-causing as his father and as untameable as his mother. When Rantam was young, he was such a handful his mother abandoned him with his father, and Rulaydin, having no skill at raising children sealed him in a cave for years until Sashin wandered by and opened the cave up out of curiosity. Rantam, once released was worse than ever, and came to represent sudden changes in fortune, ill-luck, the topsy-turvy, and trouble makers. While he can be quite endearing and charming in his better moods, making people laugh and reminding people of the curiosity and innocence of youth, when Rantam is bad he's awfully bad. He often plays his jokes and pranks on people tot he point of causing them harm - a broken bone or twisted ankle is highly amusing to this little scamp, and he'll have plenty of fun pulling stools out from under people, hiding their keys, tripping them down (or up) the stairs and startling them in the dark. Rantam's familiar is the Rulith lizard, that while it cannot vanish the way Rantam can, it does detatch its tail and perform its own disappearing act. Rantam is almost never invoked, as his mischief is uncontrollable once its starts, and generally people dislike calling his attention to them unduly. It has been the idle practise of schoolgirls to hex Rantam's mischief on each other out of spite, and the term Rantam's Brood has come to mean any unruly, difficult, spomtaneous or wild child. Rantam represents the search for excitement, childish or playful outlook, rebellion and anarchy to those trying to control or oppress you. Rantam is represented as a skinny youth with a small pair of black stud horns on his brown, unkempt blue-purple hair and bright orange eyes. He's always seen with a smirk or pout on his face and is sometimes depicted with freckles on his cheekbones. He is sometimes drawn with the Rulith motif, and a frequent pose is him holding a finger to his lips for secrecy. Rulaydin - God of Turmoil and War - Fire: Rulaydin is just as firey as his brother, but where as Zamanto puts his to a purpose, Rulaydin lets his explode out of him at the slightest provocation. He is the god that fires up the people against wisdom, he's the strength in angry mobs, the vengeance in retribution, the pleasure in another sharing one's pain or misfortune. He is well-trained, hard-nosed and ever jaded and suspicious. Rulaydin is poised and ready for conflict, and has little skills other wise that allow him to peacefully exist. Without conflict he has nowhere to direct his boundless anger and restless energy, and because of this he has been known to sew discontent and turmoil if only for an excuse to ride to battle. He is the fury and blood lust on the field, the beastial madness that overtakes the mind in full beast form, the brute power at the core of all of us, seldom called upon. Rulaydin is a man of action, acting and reacting without thinking. He is depicted with a frowning face, a strong nose, fiery orange eyes and lavendar hair. He is usually shown wearing a helmet and breastplate. He is depicted weilding any number of weapons, from spear to sword, depending on the place his image is being used. Sedadine - Goddess of the Manna Weave and Seduction - Light: Zamanto - God of Martial Arts and Weapons - Fire: Zamanto is said to be the older brother of Rulaydin, and is the cold, calculated aspect of war. Zamanto is an excellent smith and is the one who created the weapons that Forzai, Rulaydin and the other Pomeli now wield. Zamanto himself prefers to fight empty-handed with martial arts, though he does perform weapons-wielding martial arts with equal proficiency. He is said the origin of the martial arts taught and practised by the Founderline. Zamanto is master of his temper, always excersizing control and restraint, and advocates alternate solutions that allow peaceful resolutions. He is the god to pray to in times when trials push you to or past your limits, it is Zamanto that gives you the courage to stand up and keep fighting long after your muscles beg to give up. He is the force that keeps your standards even in unjust situations and advises against dropping to your opponent's level. He believes it is better to be defeated by a cheater than to win dishonourably. Zamanto is depicted with braided lavendar hair, green eyes and an expressionless face. He is usually show with his hands folded and empty. In martial arts training manuals, it is Zamanto depicted to illustrate the forms of the arts.
Ρdai Pomeli Ardenidal The Crone Planet Pomeli/Tirivahn Autumn, decay, old age: Ardenidal is always depicted as a hard-mouthed old woman, staring steadfastly at death. Ardenidal realizes everything must end, and she does not fear death. Ardenidal does not cause decay and endings to aspects of life; she is the decay and decline itself. While not a cruel Goddess, Ardenidal scorns those who cannot accept change or those who fear death. Ardenidal rises as the end of each year draws to a close and makes way for new life in the endless cycle. Those who pray to Ardenidal wish for an easy passing for an elderly friend or family member, or a mild autumn devoid of cruel storms. Ardenidal can only be summoned in autumn, and her Admonition can only be wrought upon those truly deserving. Patron: The elderly, travelers, Farmers, Nomads, Druids, Doctors, Sages. Miracles: Swift Sickness (For one old or affected by incurable sickness, all PP become HP drains, causing the pain to cease and death to come faster), Admonition (torments one target with harsh autumn storms and constant colds/fevers as punishment for mourning incessantly or whining about circumstances that have changed). Balaste Mistress of the Animals Darkness Pomeli/Tirivahn the wild places, beasts, birds, fishes: Balaste is the wild maiden of the forests, mountains and glens. He haunt is any place the beasts live free from yoke and harness. Balaste protects the beasts from the gentle cemla to the violent asad. Balaste is in eternal battle with Forzai, God of the Hunt. He loathes her for the number of times she has free his quarry from his traps, but loves her skill at being the only creature he cannot track. Balaste remains a virgin, and spends little time with the Pomeli, preferring the company of the Iseapo Beast Gods. Balaste is said to be able to enhance her features to look more like a beast herself, from spotting or striping her skin, to fangs or claws, she wears the furs and skins granted to her by her animal friends who she was unable to save. She is represented as young, with wild dark purple hair and burning orange eyes. Her skin is darker than most Tirivahni, burnt and tanned from her life in the wilderness. She is distinguishable by the iocun fur she wears and the javelin she bears. Patron: Druids, animals, pets, livestock, Green Witches, Hermits. Miracles: Wild Woods (protects those lost in the wilderness from harm so long as they inflict no harm of the wilderness; Wild Woods enables them to find shelter, food, and protects them from predatory beasts during their stay), Creature Friend (gives the faithful the ability to communicate with a specific type of creature (from one of the Tirivahni Iseapo type beasts) and the faithful can both speak to and understand all representatives of this sort of beast, and gains Familiar 4). Brujil - God of Mountains - Earth: Cephus - God of Time - Planet: Eirdula - Goddess of the Storm - Air: Gushran - God of the Wind - Air: Hadulit - Goddess of Plants and Flowers - Earth: Jizuim - God of Rain - Water: Jullieker - God of the Sun and the Day - Sun: Kekmae - Goddess of the Forests and Fungai - Earth: Lanakem - Goddess of the Rivers and Lakes - Water: Loffur - God of Shadows and the Realm of Kukothrian - Darkness: Molamim - God of Fire and the Realm of Fire - Fire: Nekaila (Also sometimes Nekaiya)- Goddess of Winter - Darkness: Sashin - God of the Sky - Air: Tamah - God of Summer - Sun: Tuvonzir - God of Spring - Air: Uvarn - Goddess of the Moons - Moons: Veteirndi - Goddess of the Oceans and the Tides - Water: Vildu -God of Light - Light: Welawe - Goddess of the Stars - Air: Yutoyu - God of Snow and Ice - Water:
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