Happy, Fun Adventure Times in a Fantasy World
While there are many faiths in the world of Teranya, this section will focus only on those that are prominent on the continent of Monere. It's important to note that there is no governing religious organization in The Consolidated Realm. All religions are treated equally and there are temples for each inside the city Capitol. Villages, settlements and other communities within the Realm's borders may have variations on these religions or even new faiths we have yet to discover. Note: taking no religion grants +1 to Willpower.
Yatokami: god of fortune
While his origins are unclear, Yatokami was initially considered a god of calamity, war and depravity. However, for the last thousand years, Yatokami has actually been recognized as a god of fortune by a large number of followers. It is believed this started with merchants following the great war between the monsters and civilized races. He eventually became associated with prosperity and luck in general, finding favor especially among nobles, sailors, Naga, and Kobolds. He is generally depicted as a young man with a tattered scarf and twin katanas with cotton bandages instead of proper hilts. Yatokami is portrayed as a clever, trickster whose only goal is to get more followers (and thus increase the size of his treasury).
Following Yatokami grants +1 to steal, haggle, bribe, and any other rolls related to money EXCEPT looting.
Vallanus: god of war
Vallanus is the patron deity of warriors. He is considered just, wise and fierce to behold in battle, and his followers believe they have his blessing when they enter combat. He is considered impartial, granting the same blessing to both sides in every battle. Vallanus is typically portrayed as a large, imposing human with bright red hair and an impressive red beard wearing a heavy breastplate, fauld, gauntlets, and spiked knee-pads. He rides in a chariot pulled by two large oxen and wields a short sword that’s as tall as an average elf.
Following Vallanus grants +1 to attacks.
The Creator: god of chaos, mayhem and benevolence
Wise heroes know to worship the one true god. Referred to sometimes as "master," "divine master," "wise master," or "the GM," this god's appearance seems to change from time to time, but their benevolence, grace, majesty, power, and wisdom remain the same. However, along with their goodness, The Creator is also a jealous, vengeful and petty god that can cause calamity on a whim if they feel like it.
Following The Creator grants random bonuses at their leisure. Players with no religion will be blessed by the creator.
Arturia: goddess of courage, wisdom and justice
Arturia is the patron goddess of many heroes. She has a soft spot for adventurers and heroes of justice, but she also cares about civil matters. Many judges and monarchs pray to Arturia for wise judgment, and the people generally view her as a benevolent being that care about their best interests. In recent years, monster sympathists invoke her name when advocating for the rights of the Underground races, and a few even believe Saint Amelia was a human manifestation of Arturia all along. She is portrayed as a beautiful woman clad in light armor bearing a great, shining sword.
Following Arturia grants +1 to either charisma, intellect or wisdom (choose one once).
Lunara: goddess of light
Lunara is one of the most commonly worshipped deities on Teranya. Her influence transcends culture and continent. Lunara represents a number of things: unity with the earth, strength against evil, love, goodwill, peace, and courage. She is commonly portrayed as an Elven maiden with long, white hair wearing a white dress and brandishing a silver dagger.
Following Lunara grants +1 against undead.
Esdeath: goddess of death
We know next to nothing about Esdeath. It's rumored that she takes the form of a beautiful maiden to lure people to their doom, however, other accounts paint her as a miserable, old hag desperate for company.
Following Esdeath grants +1 to a player's mana pool.
The Nine: gods of everything
Not much is known about The Nine. This religion rose up following the events of The Schism, but is quickly gaining traction among many different groups of people. The faith holds that there is one god with nine different aspects.
- The Father: represents justice and is responsible for judging the souls of the dead
- The Mother: represents mercy, peace, fertility, and childbirth
- The Maiden: represents beauty, innocence, purity, love, and grace
- The Crone: represents wisdom
- The Warrior: represents courage and strength in battle
- The Smith: represents creativity and craftsmanship
- The Stranger: represents death and the unknown
- The Monster: represents cunning, power and ambition
- The Wizard: represents the connection between magic and people
In practice, many devotees refer to the aspects of The Nine as separate gods, though the priests of this faith attempt to stress that there is only one god: a nine-in-one deity, so to speak. They are commonly referred to as "the new gods."
Worshippers of The Nine may add +1 to any base attribute. This cannot be changed once you place the point.
While she is not considered a god, the Saint Amelia is one of the most beloved figures in The Consolidated Realm – by monsters and humans alike. Players may follow the Saint Amelia along with any other deity (except The Creator, for they get jealous easily). Following her gives +1 wisdom.
Amelia appeared in Monere approximately twenty years before The Schism. Not much is known of her origin, only that she appeared in the middle of the city with a large flash of light and a sound like a hundred thunder claps going off at once. Witness accounts paint a picture of her appearance at the time:
She was dressed strangely. She wore loose-fitting leggings of a strange fashion, leather boots, a leather coat, and a shirt of brilliant blue with an odd sort of collar arranged over a thick scarf. Her helmet was made of leather, as well, and it had a pair of over-sized goggles that looked different from normal Gnomish design strapped to it. When she took off her helmet, her hair blazed a vibrant red. It was cut short, like a man's hair. She carried a strange club-like weapon made from wood and metal. I later learned this was the source of her magic and that she could down any man or monster from several hundred feet away with just a single flick of her finger, so long as she was pointing the narrow end of this weapon at them. Excerpt from "Monsters and You: A History of The Schism" by Sabian Bendick Tyler
Amelia became a well-known adventurer during this time. For the next five years, the city of Monere would call upon her to dispatch wandering monsters, something she was able to do with ease due to her powerful, otherworldly magic. However, on one such mission, the hero Amelia came back quite affected.
When the hero Amelia appeared in the city square that night, those of us who were there knew immediately something was wrong. She had her usual weapon strapped to her back, but in her hand, she bore a strange staff. It was nearly seven feet tall and had a crooked top, in the middle of which was a glowing red orb. She stood tall in the square, perched on the fountain, proclaiming that she had been to the Underground and had seen the truth: that the monsters below weren't the brutal, vicious, dark creatures we had feared for the last millenia. For the next few years, she would tell her tale to anyone who would listen and urge the civilized races to stop hunting monsters and instead welcome them into society. And many people did listen. But just as many people did not. And so began the conflict that caused The Schism. Excerpt from "The Monster Among Us" by Alarick Denby Nisbet
Amelia gathered quite a large following over the next few years, sparking conflict among the civilized peoples of Monere. After a large number of heroes went on strike and monster sightings became much more common in the countryside, anti-monster protesters began rioting in the streets. In return, pro-monster organizations rioted, as well. In the ninth year following Amelia's arrival in Monere, a civil war broke out between the two factions.
In the middle of a battle between the two sides, the hero Amelia strode out to the city square, mysterious staff in hand, and called an end to the conflict. Naturally, nobody listened. Witnesses report that, with a fierce, hardened gleam in her eyes, she plunged the staff into the earth and with a shudder, the ground opened up. Monsters poured out of the chasm and both of the humanoid factions ceased fighting and ran, but not before a band of Elven nobles managed to capture the hero Amelia. She was taken before the leaders of the anti-monster faction and sentenced to death for her actions. The anti-monster faction declared themselves the sovereign Teraphobian Empire and forbade the races from the Underground from living among the civilized races of the new empire.
The Teraphobian Empire called a temporary truce with all Underground races and the people of the newly formed Consolidated Realm and invited everyone to come see the hero Amelia's execution. On the day of the big event, Amelia was led out before the crowd and forced to kneel. Her crimes were read out and the judgment passed. However, just as the executioner brought the axe down upon her neck, there was a flash of light and a booming crash, and she was gone. Eye witnesses claim she was just there one moment, gone the next. Since that day, the Saint Amelia has become something of a divine being in the eyes of the people of The Consolidated Realm. The staff that caused The Schism was never found.