Local Cults/Faiths - a Thread for Brainstorming

Started by TsunamiWombat, March 27, 2020, 04:27:54 AM

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TsunamiWombat

This may not be the right place for this but here goes.

One of the more exciting aspects of EfU:R and the creative freedom it allows players is the ability to twist or outright ignore the existing canon religions of the Forgotten Realms for their own local cults, heresies, and small gods. There are many excellent Small Gods of the City now which are being repped by the players, but there is always room for more in The City. This thread is for the purpose of suggesting, promoting, and communally workshopping idea's for local faiths or cults which players may choose to rep, or someday may even become "official" small-faiths.

While IC is always the best place to proselytize, this thread can serve as a brain storm or repository of idea's and inspiration, or a genuine communal effort towards the end of creating unique philosophies and spiritual views that can help shape player interaction and goals.

TsunamiWombat

to that end, let me start with something many of us love or hate to discuss - elves. Early in the chapters history, an Elven group was repped very well by a group of players, centered around a heresy of Sehahnine Moonbow, one of the canon FR goddesses. The following writeup is a brainstorm for an expanded local cult/twisting of that self same belief, and borrows some concepts and terms from it while also finding inspiration from other religious sources.
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Elven Faith
The Alien/The Jovian

Central Concept
Elves are aliens to this realm, luminous spiritual beings trapped in prisons of flesh and within the material realm of the city, which itself is a construct of a demiurge (known as the Archon) that seeks to deceive elven souls for it's own purposes and ego. The spiritual purpose of any elf should be to escape this prison and return to the stars to join it's own kind, within the realm known as Nestirtye, which lay beyond the boundaries of creation.

Beliefs
Elves are supernatural beings of light and star-stuff, trapped in an unnatural prison and an alien reality by the Archon. The Archon, jealous of the ethereal and eternal elegance of the children of Mother Moon, created many counterfeit children of it's own, but each fell short of the Elven soul in some way - most prominently each lacks it's own self sustaining animus and begins to lose power when the Archon takes leave of the sky. This is why the other races need to sleep at night. Wrathful at it's failure, the Archon took revenge on Mother Moon for this perceived slight by imprisoning the souls of her children within the material world, known as The Mundane. The City is just one fragment or aspect of this prison, and the Elven may be found 'wherever moon and star shine from above'. To escape, Elves must make a physical and spiritual journey of sacrifice and renunciation, defying the many lies and lures of the Mundane

Venerated Entities
Moon Mother, Lady Moon, Mystic Mother: Reflected by the Moon, it is her light that gave birth to the Elven race. She poured out her power into the void and created the First Son-First Father, the Excellent One, and with him sired the Elven race. She is the creator, the protector, goddess of the night when the deceivers power fades, the weaver of fate whose will may be read in the patterns of the stars. Ultimately, she seeks to guide every Elven soul home to Nestirtye. Elves identified closely with this path are often called Moon Elves.
Domains: Elf, Knowledge, Illusion, Fate, Protection, Travel
Alignments: NG, CG, CN, TN

Son-Brother-Father, The Jovian, Prince of Excellence, The Unassailable, The Storm of Righteous Vengeance: Brightest star in the Sky, he who stands alone, first and greatest of the Elven souls created when Mother Moon divided herself to create her own Son-Brother. Their coupling in turn gave birth to the Elven nation. A God in his own right, considered a reflection of the Mother and a father to elven kind in turn. The Jovian exemplifies the excellence of the Elven race in all things - Art, War, Magic, and Craft. He is worshipped as an aspirational figure, one to emulate, and those who focus on him often choose one craft or artifice to excel at above all other things, as the pursuit of perfection is the destiny and worship of the Elven race. He is also believed to be the avenger and defender of the Elven race, who fights the many enemies of Nestirtye. Elves identified closely with this path are often called Sun Elves.
Domains: Elf, Magic, War, Spells, Retribution, Storm
Alignments: NG, CG, CN, TN

The Worldbound: There is a small sect within the cult that believes not only are Elves prisoners of the Archon, but the world itself. They believe that the other races are fragments of elven souls stolen by the Archon, and that the world spirit is first daughter of Mother Moon and The Jovian. Considering it their duty to unmake the prison of Mundus, they often closely bind themselves to the world spirit itself and seek to carry out it's will. Elves of this sect frequently take up the cause or companionship of changelings, if they aren't such themselves. Elves identified closely with this path are often called Wood Elves, but can include other subgroups such as the Avariel or the so called Aquatice elves. They represent the Elven kind and their unity with Nature, as they consider themselves both guests and kin of it. The logic for this being that the Archon is unable to create Ex nihilo, and thus the Mundane itself has to be some sort of corrupted or captured essence.
Domains: Elf, Earth (or Air/Fire/Water), Animal, Plant, Fungus, Renewal

Reviled Entities
The Archon, The Blind God, the Arrogant One: Creator of what we perceive as reality, the Archon is a malevolent or selfish entity that has imprisoned the souls of elves it has been able to catch or deceive within it's artifice of the Mundane. Within the Mundane it takes the form of The Sun in order to exalt itself above all others and gather the worship of it's hollow children. It's strength is limited however, and each day it must leave the sky, causing it's incomplete children to fall asleep.

Orcs: The corrupted offspring of daemons, chaos made flesh. In the first age they made war upon Mother Moon and the Jovian, who in turn further subdivided into the elven nations in order to fight back. Born from the primordial stuff of Chaos, they consider all that is and is not to be their rightful domain and seek to dominate or destroy. The Jovian defeated the Balor who lead them in the first age, and since they have ever plotted revenge and destruction against the elven race. More akin to an infectious disease or cancer, than an actual people.

Influences
Gnosticism, Buddhism, Hinduism, The Starseer's Court. Similar but distinct to the Renunciation, who believes reality itself is cyclical suffering, whereas the Aliens believe reality itself is a lie.

Conflict Hooks
Non-Elves may or may not be considered to be actual people
Aspects of the World and the City are all lies and deceptions mean to trap Elven souls
Above all, escape the Mundane by any means necessary

Things to work on/develop
names for the principle two gods, and the faith itself
the relationship/role/nature of the Drow

TsunamiWombat

Elves - other misc ideas I forgot, will be edited/added onto as I think and remember

The belief that the number of elven souls in the Mundane is fixed, and when an elf dies he is reincarnated in a new body. This is why Elves are so few in number. Furthermore, the gradual escape of elven souls from the Mundane explains why there are fewer and fewer elves, and their race seems to be dwindling

edit: Updated sections on The Jovian and the Worldbound slightly to further refine. Added section addressing Orcs. Please comment/critique

TsunamiWombat

also feel free to comment/critique/post your own idea's, this thread is for discussion not just my own textual masturbation

TsunamiWombat

A totally, 100% serious not a joke idea

The Physic of Serpents: A primordial entity of chaos that manifests itself in effigy as a serpentine dragon, forming in the mind of the worshipper usually through the imbication of alcohol or mind altering substances to induce a state of religious ecstacy. This merging is called Riding the Serpent. The Physic of Serpents presages great change and chaos, and opportunity follows in it's wake like a dragons tail, but it also brings destruction and death. Those wishing to restore honor to themselves or an institution often call upon the Physic of Serpents to give them the perilous opportunity to enact change upon the world. However, such worship also tempts madness, and worshipers are known to stare at nothing for long hours, or babble incoherently while fidgeting.

Domains: Chaos, Destruction, Reptile, Luck, Trickery
Alignments: CN, CE, TN, CG

TsunamiWombat

this isn't really anything original so much as an idea for a local heresy/mutation of the Halfling Pantheon
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Halfling Faith
The Walk Home/Rambling

Central Concept
Halflings are creatures in disapora. They spread forth from their Mother Creators home in ages past, scattering all across creation to "ramble", or adventure and explore. Eventually, Mother calls them all back home for supper, one way or another. Some are actively looking to return to the Halfling origin or homeland, this is 'Walking Home'. Some are still busy adventuring and enjoying themselves, this is called 'Rambling'.

Beliefs
Opinions are mixed on whether or not the walk home is an actual physical journey - as espoused by the Lightfoot - or a spiritual one - as espoused by the Stronghearts. What is known is every Halfling gets home, one way or another. Those who die or go missing are said to have 'Gone Home for Supper', and it is cheerfully considered they'll be seen again. In the meantime, Halflings do as they will do, gathering stories to tell once they get back to the table. As the Halfling race is considered one very broad extended family, it should be no surprise that Halflings reguard their Gods not as distant entities, but as relatives. Each is referred to as "Cousin", and they're said to be Mothers oldest children, working around the house or going out on errands for her. Some even claim to have met them in person, here or there.

Venerated Entities (domains are more suggestions than anything else)
Ma, Mother, Mum, Mother o' Plenty: Primogenitor and creator goddess of the Halfling Race, Mother is regarded as the ultimate origin of all Halflings, and her home (wherever it is) the place where they all ultimately end up. No one quite remembers her name, she's just been Ma as long as anyone can remember, but that's alright because she loves them just the same. A Matriarch and protector, Halflings take the veneration and approval of 'Ma' as seriously as they would their own mothers, however so that might be for each individual halfling. Mother's tenants are fairly straight forward - Be good family to one another, Share and Share alike, Make up after fights, Clean up before supper and keep your elbows off the table. Table Manners are, in fact, a matter of religious signifigance in Halfling families, and it is the sacred duty of every matriarch to enforce them.
Domains: Halfling, Good, Protection, Renewal
Alignments: LG, NG, LN

Cousin Arvy: Everyones big brother, Arvy is known to be serious and overbearing, juxtaposing mightily with most of his kin. Arvy is the one that makes sure everyone follows the rules, looks after his wilder relatives, and firmly puts stop to trouble wherever it rears it's head. He's also regarded as Ma's enforcer, though she's often to pull on his ear about bossing around his other cousins and siblings. Most halflings will send a wish (pray) to Arvy if they think they might need help winning a fight or protecting loved ones - or just bossing others around. Being the serious sort, Arvy is usually the one to do all the directing, even if some may grumbled he doesn't put in his fair share of the doing.
Domains: Halfling, Law, War, Nobility
Alignments: LN, LG, LE, TN

Cousin Sheila: Eldest daughter of Ma, Cousin Sheila concerns herself most of the time with tending Garden - though she's got a lesser known reputation as the family match-maker, hence the tradition of picking flowers and plucking their petals as a form of divination to see if a halflings object of affection feels in return - she loves me, she loves me not? Since it is well known flowers - which she loves - put out pollen into the air, she is also regarded as the mistress of the air as so many plants spread using the wind. People who are struck by allergies are said to have earned her ire, somehow, even if the whys behind this seem a bit capricious at times. She is worshipped by Druids and Farmers alike.
Domains: Halfling, Air, Plant, Charm
Alignments: TN, LN, NG, CN, NE

Cousin Cirri: If Sheila is eldest, Cirri takes after Ma the most. Known to be a home-body, Cirri spends most of her time cleaning the house or helping Ma to cook, and she is the matron cousin of housekeepers everywhere. As the one who spends the most time around mother, she seems to know the most about a large number of subjects, a repertoire that is enhanced by her insatiable appetite for stories from her relatives. Though she herself seldom goes to ramble - she always has something in the oven or on the pot - she always encourages those who do to come home and tell her all about what they saw. As a result she's also considered the matron of story-tellers and sages. She also has a mighty fondness for animals, especially those found in and about the home, and is said to be the one who gave Urgy his first dog as a pup.
Domains: Halfling, Knowledge, Animal, Planning
Alignments: LG, NG, CG, TN

Cousin Brandy: Probably the most famous or infamous of the family, Cousin Brandy is an irrepressable scamp and wandering trickster who is almost out rambling, looking for new trouble to get into and out of. Halflings claim that the also-named spirit is in fact named after their Cousin, so for the foolishness that often strikes the drunkard which is compared to how Cousin Brandy acts all of the time! A risk taker, an adventurer, and an insatiably curious traveller Cousin Brandy is the patron of Ramblers everywhere. He's said to be surprisingly fast friends with the comparatively dour Urgy despite their differences - possibly because only Urgy can reliably find the trickster when he's gone off and gotten himself lost or in trouble again.
Domains: Halfling, Chaos, Trickery, Luck
Alignments: CN, CG, TN, CE

Cousin Urgy: Cousin Urgy is a solitary sort, more stoic and withdrawn than overbearing Arvy, and far less charming and loquacious than Brandy. Urgy speaks little, and spens most of his time with his hounds. A tracker par excellence, it is said that Urgy can find anything or anyone, so he is the one mother sends to bring Cousin Brandy or any other halfling home when it's time for supper. Urgy is a liminal figure, seen as the guide between life and going home for supper. For that reason, him and his large black hounds can seem imposing or even frightening, but in reality he and his dogs are kind sorts, and are only interested in getting folks home - one way or another.
Domains: Halfling, Death, Fate, Repose
Alignments: LN, LG, TN, LE

Influences
FR Lore (mostly), Austrailia

Conflict Hooks/Things to Work on
Uhhhhhhhh i'm tired idk

derkot

Some idea for gnome small god. I noticed what on EFU gnomes not only engineers but are cooks. So, trying to make something original around that.

Neshkhart von Kohlbosbarrwin

Small God of gluttony, cooking, hedonism.  And gnomes which doing all listed things here.

Domains: Knowledge, Magic, Gnome, Nobility, Healing.
Alignments: Any neutral.
Favored weapon: cleaver(short sword).

Neshkhart von Kohlbosbarrwin in past was a Small God of magic and alchemy but he found recept of the philosopher stone of the perfect pie which changed him greatly but nobody knows or remember his past there only few clues what suggest what this small god have some minor connection to magic as well. Now he is remembered as Small God of gluttony and cooking. It is believed what Neshkhart divided his The Perfect Pie on thousands of pieces to share it with everyone and the first one who was gifted with a piece of the Perfect Pie was a gnome.  For some odd reasons only gnomes do remember well this tale(or they was just made this tale by themself). At first, it was not popular Small God but few notorious gnomes took seriously in the path to achieve the divine recept of perfect pie, with time such attitude toward food and cooking become more popular among gnomes and some other races. To seek perfect and different tastes and share it with others. Where is a feast - you can hear praises to Neshkhart. Best taverns always seeking gnome cook who follows Neshkhart and his teachings.  Though, sometimes followers of this Small God sometimes go too far. When others die from hunger, others will eat and eat, in constant search for new feelings and tastes, they forget to share any food with others and become addicted to food. And of course, it can go so far what evil followers may try to enjoy meat of humanoids. In general, this Small God is praised and remembered when one is cooking or family gathered around a table full of food. When one is enjoying wealth and food. When one seeking new feelings and decided to find it in food. And at some point, it is hard to stop eating and seek the divine recipe.
Радостное одиночество.

TsunamiWombat

While Phanax seems to have hedonism covered, it is definitely true that Gnomes in general seem to treat life like a party or a celebration. The 'defining' attributes of the race seem to be fun, illusion, celebration, tinkering and secrecy. So some sort of religion related to epicureanism is a great idea.

It also occurs to me that the origin for this small God involves PIE, and pie is also a mathematical concept, something can be done with that