Faith of the twelve Gods

The Faith of the Twelve, as it is commonly abbreviated, is the formalized faith in most “civilized” human-centric cultures.

(Druidic circles, tribal societies, non-human cultures or even some far-off rural villages might have quite different opinions on divine matters.)

It is, however, still a faith codified by humans trying to make sense of the divine, so only the gods themselves can tell how much it truly describes divine reality.

Most humans accept the fact that all twelve of the gods rule certain aspects of their life, but depending on their personality, station and occupation, tend to revere certain gods more than others.

Besides the twelve “main” deities, the canonized faith also recognized several demigods with specialized domains.

All twelve “main” deities at a glance:

  • PRAIOS (Gryphoon): Law, Light, Order, doesn’t like arcane magic
  • RONDRA (Lioness): Honorable combat, Chivalry, Storms
  • PERAINE (Corn): Farming, Healthcare
  • TRAVIA (Goose): Home, Family, Marriage, Food
  • BORON (Raven): Death, Sleep, Mental Health, abhors the undead and those who raise them
  • FIRUN (Polar Bear): Nature, Hunting, Winter
  • EFFERD (Dolphin): Oceans, Lakes, Rivers, Rain
  • INGRIMM (Anvil): Craftsmanship, Fire
  • PHEX (Fox): Money, Trickery, Luck
  • RAHJA (Mare): Wine, Horses, Arts, Sensual Pleasures
  • TSA (Lizard): Childbirth, Growth, abhors violence (all her clerics are strict pacifists and often vegetarians)
  • HESIND (Snake): Knowledge

Deities of great importance to daily life

PRAIOS (Gryphoon)

Praios is the deity of the sun, light, truth, order and law.

Praios has a rather antagonistic relationship to arcane magic – in the darker past, witch burnings were often justified with this.

Since most human cultures are feudalistic, nobility often justifies their right to rule as “Praios-given”. Due to this close relationship and powerful noble patrons, the church wields considerable political and financial power.

Praios is especially revered by rulers, members of court and those who have to enforce the law. He is also called upon to witness oaths and testimonies.

Members of the church tend to be righteous, very adhering to the letter of the law and are strictly forbidden to lie.

His symbol is the sun.

Besides the main church, there are three well-known Orders associated with Praios:

The Smiters

A small, but rather fanatical military Order of mage hunters. The church is loathe to let them off the leash, but when necromancy and demons run rampart somewhere… they do get stuff done.

Virtually all of them are paladins.

The Inquisition

Despite the historically tainted name, the Inquisition is not in the business of witch burnings (there’s the Smiters for that) but serves as the investigative arm of the twelve-fold curch, investigating crimes that go against the “divine order” – mostly large scale demonology and necromancy, but also sacrilege and heresy.

The Ucuriats

An order of messengers. Barring divine magic, this is how all the temples stay in contact with each other. Their messengers are considered sacrosanct and harming them during their duties is rumored to bring about immediate divine punishment.

PERAINE (Corn)

Peraine is the goddess of health, harvest and honest farming labor.

Especially for farmers in rural areas, she is the goddess that rules almost all aspects of their lives.

Her temples are also places of healing, many sick people tend to pilgrimage (or are brought) to them.

Members of the church tend to be always busy (Peraine abhors idleness), dressed in plain but serviceable robes and always try to help honest folk.

Her symbol is an ear of corn.

INGRIMM (Anvil)

Ingrimm is the god of craftsmanship and fire.

Craftsmen of all kinds adhere to him and his temples often include workshops. It is widely accepted that the dwarves revere him as their main creator god under a different name.

His clerics are forbidden to put out fires, (but don’t have to stop others from doing so).

His symbol is the anvil.

PHEX (Fox)

The Fox is the god of coin, commerce, trickery and luck.

A common saying is “help yourself and Phex will help you”. Another is “If you think you’ve made a good deal with a servant of the fox, better count your coin twice afterwards. And your fingers. And your relatives.”

He is commonly revered by merchants of all sorts, but also by gamblers and even by some of the more money-driven mercenaries. Since it is generally accepted that the Trickster respects a clever heist, he’s also worshiped by thieves, cut-purses and con artists, but violent crime is anathema to him.

Those versed in the less than legal arts (and those who listen to rumors) know that, in addition to the his public temples (which are places of commerce), many larger cities also have hidden Phex temples.

Unsurprisingly, the views of his followers tend to often clash with those held by the church of Praios.

“Official” members of the church tend to be pragmatic and clever, but “incognity” members are rumored to exist – laymen and clerics that hide behind a cover identity to further the Trickster’s goals.

His symbol is the fox.

KOR (Manticore)

Kor is “only” a demigod, generally considered the offspring of a more violent affair between Rondra (the goddess of honorable combat and storms, see below) and an ancient dragon.

The good of bloodlust, also called the Laughing Reaper, he is mostly a niche good, revered by all those who enjoy the rush of the fight for it’s own sake (insert your stereotypical barbarian here).

However, he has also become the default good for those who deal in violence but whom his more chivalry-minded divine mother would not only touch with a ten-foot-blade: Gladiators and mercenaries.

While Kor worship barely existed at all in the Realm up to a few years ago, the presence of so many mercenaries has made his faith well-known by now.

Members of the Manticore’s church are almost exclusively veteran soldiers, mercenaries or adventurers and are often called upon to mediate in mercenary matters or hired as straight-out mercenaries themselves. Since they’re called to accept any and all dueling challenges, they basically never die of old age.

(The head of their church is determined by a process of elimination. Literally.)

Asking someone to discuss something “Kor-style” is a request to settle an argument by violence.

Deities with more “niche” Domains

RONDRA (Lioness)

The Lioness is the goddess of honorable combat, chivalry, bravery and storms.

Most knights and many honorable fighters of all sorts worship her, along with the occasional high-minded soldier. Her church explicitly disdains mercenaries, but does not consider them “evil”.

She is often called upon to witness duels.

All members of her church are skilled in combat, often extremely so – pursuing mastery of the blade is considered a holy calling. Followers of the Lioness will go to great lengths to challenge, prove and improve themselves – it is not uncommon for them to deliberately handicap themselves before engaging “lesser” foes.

Servants of the Lioness consider it their duty to protect those who should not need to protect themselves, especially all forms of civilians.

The church looks upon all forms of stealth and ranged weaponry with disdain – the crossbow is especially reviled, since it is considered a dishonest weapon.

Her symbol is the Lioness.

BORON (Raven)

Boron is the deity of death, sleep, silence and of the calm mind.

The church of the raven is responsible for maintaining virtually all graveyards in the “civilized” realms, but they also maintain several cloisters that serve as asylums.

Clergymen are always dressed in black, somber and very quiet. Since silence is considered a virtue to the Raven, they will only speak when absolutely necessary and in as few words as possible.

Since they’re generally considered a bit spooky and deal in matters of death and insanity, most people try to avoid dealing with servants of the Raven – but this is a matter of fear and respect, not of revulsion.

The Raven abhors necromancy and all forms of undeath. Therefore, the curch also maintains a strong order of paladins whom’s sole purpose is to fight those: The Order of Golgary.

His symbol is the broken wheel, which also is the common form for gravestones.

HESIND (Snake)

Hesind is the goddess of knowledge.

She is revered by scholars of all sorts, including wizards. Her temples often maintain libraries – but whether those are accessible to the public depends on the temple (and maybe the size of the donation). Opinions on whether knowledge should be taught or controlled differ throughout her church.

She is the patron deity of the organized wizard’s guilds.

Her symbol is the snake.

The county (and city) of Honeywell

Located in the heart of Albernia, Honeywell has thrived on both trade and honey. The county consists of multiple smaller baronies and of the mid-sized city of Honeywell itself, which also serves as the seat of the Countess Franka Salva Gallahan.

During the war, Honeywell was occupied by forces of the Empire-loyal neighboring county Winhall and the countess herself was driven into exile. She did not take it well, started the infamous guerilla force known as the Blue Foxes and made the occupants lives a living hell. Shortly before the end of the war, the Blue Foxes and multiple aligned groups of freedom fighters and mercenaries actually managed to retake the city.

After the war, the Countess was once again confirmed by the new queen as ruler of the county. However, the queen also confirmed several barons in their positions who had actually fought on the other side during the war, so the Countess has her hands full quelling internal strife between her subjects.

To make matters worse, many of the individual groups of war veterans had no home to return to and didn’t disband, meaning the land is now ripe with groups of former soldiers still trying to settle their individual grudges with other warbands or trying to make a living as mercenaries or bandits.

Just recently, a public amnesty had been declared for everyone who’d been fighting on either side of the conflict. Also, the counties coffers have been opened to pay all outstanding wages for mercenaries – no matter who was in power when they were hired – either in cash or by offering them contracts.

While this has succeeded in returning a good fraction of the mercenaries/bandits to society, it has also caused resentment, because “why should these treacherous bastards be pardoned/paid?”. Also, for now, the county is basically bankrupt.

The Kindom of Albernia

This is the kingdom the whole thing is set in. Mostly dense forest and low mountain ranges, mild climate and lots of Fae stories – most of which are either cautionary tales or straight out horror stories.

To the west, Albernia is bordered by ocean and sports several coastal cities, including the capital Havena.

To the north, there’s the independent kingdom of Andergast – which has been locked in it’s private on-and-off war with another one of it’s neighbors for centuries, so it’s a desperately poor and backwards place.

To the south, there’s the New Empire – a burgeoning, technologically and socially advanced superpower (think “Renaissance France/Italy”) that is, fortunately, focusing it’s expansionism on colonialism in the far south. Overall, decent neighbors.

To the east and southeast, there’s the Old Empire – your standard feudalistic medieval empire. History with those guys is… complicated and will be described in the “Recent History” post.

And then there’s Albernia’s …other border: Wherever you are in the realm, the Fey Realms are never far away. The Fey aren’t evil as such, but they’re utterly alien, whimsical and powerful – decent folk try very hard to not get involved in their affairs.

Recent History

“Why is there peace and who is trying to break it?”

tl;dr:

(What everyone knows, even if they don’t care about history)

20 years ago:

  • The orcs pillage the kingdom Albernia
  • The stricken kingdom becomes an associated province of the Empire, but the Clause of the Oak assures that it’ll never have to send troops to support the Empire’s wars.

4 to 1 year ago:

  • The Empire is wracked by internal strife, Deuce Yast Gorsam of the neighbouring province North Mark becomes chancellor of the Empire and immediately voids the Clause of the Oak
  • In reaction to that, Queen Invher ni Bennain immediately tries to secede Albernia from the Empire
  • Imperialist factions in Albernia, supported by an occupation force from the North Mark contest her decision
  • a desperate civil war ensues that only ended last year with the abdication of the queen, retreat of the North Marken troops and the acknowledgement of Albernia as an independent kingdom

“The Orc”

(~20 years ago)

Far to the north, beyond the poor and backward kingdom of Andergast, the Orc Steppes are located. Fortunately for everyone else, the orcs, while being an aggressive warrior culture, are also a tribal, nomadic society mostly focused on their internal feuds and the occasional border raids.

…Until 20 years ago, when they suddenly weren’t. They were organized in a massive campaign, there were lots of them and they were here.

A zealous orcish warrior priest (who was supposedly god-touched) had unified the warring tribes and led them south. The King of Andergast, utterly helpless against the orcish might, made a faustian deal with the orcs: If they were to spare his kingdom (which didn’t have much riches to plunder anyway), he would let them pass through his realm to the south without contest.

When the orcs arrived in Albernia, the local rulers were caught completely by surprise, their standing armies swept away by the horde. The orcs conquered and pillaged most of Albernia – yet after two years, having achieved whatever inscrutable goal their leader was pursuing in the kingdom, suddenly turned around and went back home.

Rebuilding

The orc incursion left both the realm and it’s people devastated – villages, townships and cities plundered, many able-bodied people dead and all the survivors desperately afraid that “The Orc” might return as spontaneously as he had left.

At this point, the Old Empire to the east offered a deal: If Albernia were to submit itself as as province to the Empire, they would open their vast coffers to help with rebuilding and send soldiers to protect the borders.

And so, 18 years ago, Albernias time of being an independent kingdom ended.

One of the more consequential clauses of the association treaty was the Clause of the Oak, that stipulated that Albernia would never be called upon to send troops outside of it’s borders to fight the Empire’s wars.

A Time of Divided Loyalties

(~18 to 4 years ago)

Overall, the association with the Empire, while costly in matters of pride, proved to be a good thing and Albernia slowly rebuilt itself.

Some of it’s people started to think of themselves as citizens of the Empire (not even mentioning the loyal imperial soldiers who started to settle down in Albernia and have families) – yet others still felt themselves as inheritors of a proud tradition of independence and chafed at the idea that they’d had to bend their neck in a time of need.

Matters were not helped by the fact that the Empire developed problems of it’s own with some unruly provinces elsewhere and had to divert funds to deal with them, leading to increased taxation and the delaying of some of the promised grants.

Civil War in the Empire

(about 4 years ago)

Four Years ago, the Empire’s “problems with unruly provinces” escalated into full-blown civil war. Their capital was sacked, the Empress went missing and multiple provinces seceded.

During this crisis (and the unrests that went before), Albernia mostly stayed out of what most of it’s citizens still considered “the Empire’s problem, not ours” – especially considering the Clause of the Oak that assured the kingdom to never have to send soldiers to support imperial wars.

After the empress went missing, the lord of one of Albernia’s neighbouring imperial provinces, North Mark in the south-east, was elected as interim chancellor of the Empire. Deuce Yast Gorsam is generally considered a harsh, ambitious man, but a just and successful ruler.

One of his first acts as chancellor was to decree the Clause of the Oak void to draw upon Albernia’s troops – both the imperial units stationed there and the troops of the local lords that would have be called to action.

Albernia’s Queen immediately seceded, declaring the kingdom an independent province again.

Civil War in Albernia

(~ 4 years ago until last year)

Albernia’s secession of the fractured empire was not as well received as the queen had hoped: While many of the lords of the “old guard” wholeheartedly supported it, multiple loyalist lords – especially those with strong ties to the empire or those who were dependent on imperial troops stationed in their lands – contested her decision immediately.

At which point Deuce Yast Gorsam, both acting chancellor of the Empire and lord of the neighboring imperial province, decided to make an example of the unruly kingdom. He scraped together his remaining troops (whom he’d managed to keep in good shape throughout the previous times of unrest) and, supported both by loyalist factions in Albernia and a stroke of luck, managed to swiftly occupy key places of the kingdom in a surprise swoop.

However, he did not manage to subdue the kingdom completely. What followed was two years of bitter civil war, where every lord either:

  • sided with the “loyal servants of the Empire / those treacherous North Markeners”
  • sided with the “proud citizens of Albernia / those treacherous rebels”
  • was forced on the run and waged a guerilla war because their home was taken by the other side

After two years of gruesome civil war with no clear victor, a peace treaty was signed with the following stipulations:

  • Albernia remains an independent kingdom
  • Deuce Yast Gorsam retreats his North Marken troops but has to pay no reparations
  • Queen Invher ni Bennain of Albernia has to abdicate- her daughter Finian ni Bennain takes the throne