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Sirac is not online. Last active: 11/3/2022 6:40:55 AM Sirac
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Gods in Vives
Posted: 15 Feb 2005 11:06 AM
The DM team have been working on the following for a while now. While not entirely finished, and a fair number of Gods still need to be included, the following is updated and correct descriptions of some of the principal gods of Vives. This information takes precedence over the PHB descriptions. The PHB listed alignments for the Gods may or may not be correct, but of far greater importance is the expected alignments for followers.

Also it is expected that any priest of the following gods would choose at least one of the appropriate domains.

Please note this thread is locked, but any queries / concerns raised by it, feel free to post in the general forums.

Naruth:

Wielder of the Flame, Heart of Fire, Fury and Passion

Spheres: Beauty, vanity, fire, fury.

Domains: Fire, Strength, Evil, Destruction

Alignment of followers: Any evil, though rarely lawful.

Favoured Weapon: Two bladed sword or longsword

The most passionate of all three sisters, she is ruled by her heart more oft than her head. She espouses a completely selfish outlook in her followers, furious arguments and even more furious love making are her favoured past times. Passion in all its forms she holds sacred, every day lived to the full, every sensation savoured; hedonistic and cruel, she is the most evil and self centered of all three sisters. Many of her priestesses have been reputed to have a fondness for young children, unspoiled by morals, creatures of whim and fancy that they can spoil and turn into the perfect followers. She loves men, loves her followers to use and then discard them...but the concept of a male priest would be considered utter heresy. Capable of great kindness and even greater cruelty, she is the most whimsical of all the gods, but her hatred and cruelty for any that follow her sisters knows no bounds.



Vilyave:

Goddess of the Four Winds, Guardian of the Birds

Spheres: Beauty, vanity, winds, birds

Domains: Air, Animal, Good, Travel.

Alignment of followers: Any goodly, though rarely lawful

Favored weapon: Spear, rapier and bow

One of the three sisters who share an obsession with beauty, Vilyave is youngest of the three. She delights in all things of beauty, and loves freedom and spontaneity in all things.

Followers of Vilyave are encouraged to show creativity, to delight in things of beauty, and oft show a keen interest in the arts. She counts many bards and rangers and the ocassional druid amongst her followers, and often has shared interests with the elven gods, especially Elbereth. She delights in most winged creatures, though despises those that her sisters have parodied...such as the ice rocs. She is the only one of the three sisters to freely welcome both male and female priests. Her followers will never knowingly aid creatures or followers of her sisters, and her usual calm and grace is only ever spoiled when it comes to her unending conflict with them.



Helkris:

The Ice Queen

Spheres: Beauty, vanity, ice/cold and Time.

Domains: Magic, Knowledge, Water, Protection

Alignment of followers: Non chaotic, non goodly.

Favored weapon: Scimitar or kukri

One of the three sisters who share an obsession with beauty, Helkris' enmity for her sisters knows no bounds. She loves to toy with mortal affections, her beauty matched only by her ice cold heart.

Followers of Helkris are encouraged to show patience, to always think things through and to never be guided by emotion. To seek to always present an immaculate appearance, to manipulate and control those around them through all the weapons at their disposal. But violence is such a...hasty act, Helkris's favour is more often granted when more imaginative means can be found to make an enemy truly suffer. Creatures of fire, and of the air are her enemies...and those who worship or befriend such will never recieve aid from those faithul to Helkris. The vast majority of her followers are female, male followers are rare and none yet have been accepted into her priesthood.



Menarok:

The lord of the shadows. The whisperer of secrets.

Domains: evil, trickery, knowledge and destruction.

Alignment of followers: Any evil

Favored weapon: Longsword

Menarok is the god of true, pure, intelligent evil. He works behind the scenes, relishing the suffering and destruction his plans will wreak, but rarely do he or his most favoured directly act...prefering influence and misdirection to brute force.

Strong following amongst the truly diabolical races of Vives, but only those that have survived and prospered through strength of mind as well as body. The most powerful demons often worship Menarok, and he is reputed to have influenced events in the opening of Netharu.

Amongst mortals, many assassins, mages and of course priests follow this deity. But they rarely if ever reveal themselves as such, seeming as ordinary, benign men and women to all who know them...the true darkness of their hearts hidden from all wherever possible. They seek to promote conflict and suffering through subtle hints and lies, and only when in private do they reveal their true nature, carrying out the most heinous of acts. They will quite willingly aid those of a goodly ilk, to ingratiate themselves, but in doing so they have commited to a path that must eventually end in suffering and pain for those they have aided, or they themselves will face their lords...displeasure.



Tarik:

The Hunter

Alignment of followers: NE or CE
Favored Weapon: Spear
Domains: Strength, War, Animal
Portfolio: The Hunt

Tarik represents all that is dark and feral in the Elven psyce. He is a calm, calculating being, who carefully waits for the right time to act in all situations- and who is content for his followers to wait decades or even centuries to act, not valuing rash action in any way.

Tarik's followers are suprisingly many in number, though rarely seen. They are almost exclusively hunters, raised from birth or driven to the path by the followers of Aros' lack of sympathy towards certain traits. They are, and should be, cold, compassionless, and utterly merciless. In many ways, however, they guard the core values of Elven culture closer to heart than any other Elves, however. Yet, with their own twist on the Elven ideals, they are utterly disdainful of the lesser races.

A Tarik follower is expected to:

Revere the hunt.
Hunt and kill at one creature daily, soley for the purpose of honoring Tarik (Though many followers do not perform this task every day)
Speak Elven in all possible circumstances
Think before they act- The clergy of Tarik have no mercy for those whose actions have unintended consequences
Never animate the dead to become undead.

Most respected NPC: Daeron



Aros:

The Archer

Alignment of followers: Non-evil
Favored Weapon: Longbow
Domains: Magic, Animal, Strength, War
Portfolio: Elves

Aros is the most commonly worshiped among the Elven deities, and has an almost exclusively Elven following. Almost all Elves see him as their protector, even those who follow other deities. Where Tarik sees the Elves as masters, on another level to other races, and Elbereth sees them as enlightened equals, Aros sees Elves as superior to other races, and sees that their role is to guard them, and protect them- much like children- but absolutely not to become like them. As such, Aros and his clergy severely frown on Half-Elves, and other signs on human society blanketing the Elven race.

Despite this, Aros is always seen as a kindly figure. He is swift to defend the innocent of all races, though some of his followers are more reluctant in this regard. Curiously, Aros has never been seen in any way to chastise those who wish to keep their race to themselves, and not involve themselves with other races.

An Aros follow is expected to:

Protect Ferein with their life.
Guard the Elven way of life the the utmost of their abilities, and to stand firm against the intrustion of other cultures into the Elven one.
Remember that the cycle demands death, and to never raise the dead of another race- and Elves only when the cleric feels that it is important to an immediate concern that the cycle be broken.
Treat fallen Elves with respect, but to give them no quarter if they impose upon upstanding Elves.
Never animate the dead to become undead, and to avoid these human abominations at all costs.

Most respected NPC: Camthalion.



Elbereth:

The Mother

Alignment of followers: Any neutral, non-evil
Favored Weapon: Quarterstaff
Domains: Earth, Air, Plant, Water, Animal
Portfolio: Elves, Mothers, Nature, Life

Elbereth is the most accepting and benevolent of the Elven pantheon, and the only one who will accept non-Elven followers. She teaches the importance of the cycle, and that death is a vital part of life. Many non-Elves find this attitude strange.

She is a rarely seen or heard deity, as all the Elven conflicts draw the attention of Tarik or Aros. Elbereth, her followers say, is heard only in the wind and rushing water. As such, her clergy act only upon a tiny number of anchient directives, or on the instructions of more powerful clerics or Druids.

A follower of Elbereth must:

Respect all parts of the cycle, including the time for death. As such, they will never animate undead. They will, however, at all times seek to return the undead to rest.



Vastaldoriun:

Favored weapon: Rapier or light hammer

Alignment of followers: Any, though extremes are more rare.

Presence: anywhere where things are made, ideas are created and refined, where skills are honed.

Clergy: Vastaldoriun doesn't actually have an organized clergy like other gods, such as Aros or Midoran have. Instead his "followers" are typically those who pay homage to him when attempting to perfect their respective crafts, while probably worshipping another god as their "main" diety, or those who have dedicated their lives to their respective crafts. His "clergy" as it were, can come from all races, as all races are capable of creating fine things.

Dogma: the refinement of skills, the seeking of perfection of ones art, the act of creation, not destruction.

Vastaldoriun does not generally play an active role in the world as he is too busy with his own obsession. Sometimes someone invoking his name in the act of creating something new will gather his attention long enough to grant his blessing if the item is new and unique, or the skills obtained sufficiently rare.

The worshippers of Vastaldoriun seldom hold him as their only god. An Elvish crafter may invoke his blessing even if he is a dedicated follower of Aros. A Dwarf follower of Bregodim may do the same when making new armour.

Those who do follow him as their main god will dedicate their lives to acts of creation and seek to improve their skills and push the limits of their mortal talents to achieve mastery over what they do.

The priests are free to choose any domain except death, destruction, and evil. The domains chosen determine the aspect that they take on, e.g.

- healing domain priests will also be skilled healers
- trickery domain priests will tend to be skilled rogues
- war domain priests will be warriors as well.

'The bond that links your true family is not one of blood, but of respect and joy in each other's life. Rarely do members of one family grow up under the same roof.' - Richard Bach, Illusions.
Starry Ice is not online. Last active: 7/24/2008 6:43:12 PM Starry Ice
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Re: Gods in Vives
Posted: 30 Jul 2005 05:52 AM
Syn

The Void

Symbol: red-eyed black snake devouring its own tail

Alignment of followers: any evil

Portfolio: corruption, darkness, death, destruction, emptiness, pain, madness, night, sickness, suffering

Domains: Death, Destruction, Evil, Trickery

Worshippers: Syncursed, shadow-beings, shadowdancers, assassins, monks

Favoured weapon: morningstar

Nascentes morimur: from the moment we're born... we die.

A little-known god, few know Syn by name, and fewer know the extent of his portfolio. Many of his followers tend to worship aspects of him (night, darkness, emptiness) without ever realising that they are paying tribute to The Dark God.

To Syn, existence causes great anguish and pain. Therefore its destruction is his ultimate goal, meaning that he has no allies amongst the other gods. Because of this, Syn is rarely successful in his schemes of destruction, and it's from his eternal struggle with the other gods that there is pain, suffering, sickness and madness in the world. Without Syn, none of these would exist. But his very existence has an entropic effect upon Vives, corrupting everything within it. The combined efforts of the other gods prevent The End of All from coming about, but they cannot stop the gradual deterioration of the world.

It is difficult to describe what Syn is; Syn is everything that isn't. He is the negation of everything that ever existed, does exist, will exist. Where shadows are formed as a result of an absence of light; where silence exists due to an absence of sound; where possibilities exist but are never realised, fading into memories of what-might-have-been... there lies Syn.

Clerics of Syn tend to be skilled at hiding, to the point where they might have spent so long in the shadows that they have become part-shadow themselves. This is certainly true of Shades and Vampires, who are so deeply entwined with the shadows that light hurts or destroys them. Clerics pray for their spells by night, or failing that, in places of shadow where little or no light exists. There are no festivals related to Syn, no events save perhaps The End of All, which is a day all his worshippers look forward to and actively seek to bring about.

History/Relationships: Syn gets along with no other gods, and they don't get along with him.

Dogma: Existence causes anguish. Seek peace in emptiness, darkness, and ultimately, death. Entropy is the natural order of things; destroy what you can, or aid in its destruction through corrupting or weakening it, so that The End of All may come about sooner.

The subculture of my dreams
Is waiting for me to fall asleep.
I know you're scared—you should be.
I know you're scared.
Starry Ice is not online. Last active: 7/24/2008 6:43:12 PM Starry Ice
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Re: Gods in Vives
Posted: 07 Jan 2006 08:26 PM
Gruin

The Great Beast

Symbol: A square cross, usually formed by two crossed double axes (or two crossed weapons), with a crimson drop crucified upon it

Alignment of priests: NE, CE, rarely CN

Portfolio: rage, bloodlust, discord, lawlessness, strength, brutality, beasts, monsters

Domains: Animal, Destruction, Strength, War

Worshippers: Orcs, barbarians, giants, beastmasters, brutal fighters, sentient monsters

Favoured weapons: All axes, all flails

It is said each and every being has the essence of a beast inside. Gruin symbolizes this primal dark side: he is the hidden beast which lurks in everything, a fury waiting to be unleashed.

The Great Beast takes delight in all forms of destruction and discord, from petty quarrels to full-blown brawls to outright war. He hates organisation and law, and does everything he can to tear down anything representing order, reason and civilisation. Might makes right, and those too weak or afraid to seize power do not deserve it. He has no patience for those who hide behind bureaucracy and law to protect the weak.

As such, Gruin is not honoured or prayed to: he is worshipped. Shrines, temples and bloody altars can be found dedicated to him throughout the lands. His followers regularly perform crude and bloody ceremonies both to appease him and to awaken the inner beast within themselves.

History/Relationships: Gruin has been known to work for the other gods, posing as their lackey and aiding them in their plans, so long as those plans involve causing mass destruction. The wisest warn, however, that Gruin's appearance of stupidity is merely a facade, and that he may actually be more cunning than even the other gods believe. The Great Beast has a long history of warring against Midoran, who has never lost against Gruin.

Dogma: Listen to your inner beast. Give in to your fury and bloodlust, for it is your strength. Laws are an impediment, used by the weak to protect the weak.

The subculture of my dreams
Is waiting for me to fall asleep.
I know you're scared—you should be.
I know you're scared.
Starry Ice is not online. Last active: 7/24/2008 6:43:12 PM Starry Ice
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Re: Gods in Vives
Posted: 11 Feb 2006 04:41 AM
Kaldair Swiftfoot

The Trickster

Symbol: Halfling's footprint

Alignment of priests: Any non-lawful, non-evil

Portfolio: stealth, thievery, adventuring, mischief

Domains: Good, Knowledge, Travel, Trickery

Worshippers: Halflings, rogues, party animals

Favoured weapons: club, short sword

Kaldair Swiftfoot is the master of adventure and misadventure, a favorite of Halfling adventurers. Tales of the Trickster's wild exploits are almost beyond counting. The followers of Kaldair, as might be expected, are mostly thieves. The more ardent followers are usually also the ones to take the greatest risks on adventures, and the Master of Stealth views them almost as favored apprentices.

His clergy aren't so much a formal clergy as they are a band of mischievous daredevils. Items blessed by them are common throughout the lands, and in use by a great many adventurers... and yet none can claim to have met his mysterious Wayward Rascals, who star in many stories but whose names and identities are known by none.

Members of Kaldair's clergy are active adventurers who seek lives of excitement and danger by taking active risks and by employing the skills taught to them by the Master of Stealth and his most accomplished apprentices. Most of his dedicated followers are stricken with wanderlust, seeking to see as much of the world as they can. While Kaldair's priests are often involved in daring thefts, smooth cons, and other larcenous behavior, they are thrill-seekers, not bandits. They are driven by the acquisition of treasure, not the holding of it, and many benefit their communities by lavish spending of newly acquired wealth at Halfling-owned establishments. Those who cannot adventure, whether due to age or infirmity, serve the faith by running safehouses and by spreading glorious tales among the sedentary majority of the Halfling populace.

As for festivals dedicated to Swiftfoot... well, as anyone who has ever visited Swiftfoot Hall will know, every day is a good day for a party.

History/Relationships: Swiftfoot tends to get along with most gods, and he holds no bias against any of them. Understandably, some—like Midoran and Aros—are exasparated by his trouble-making antics, and yet they are not his enemies. Syn, of course, is a pain to put up with, and the Wayward Rascals have made many an item to defend themselves against the hungering Void.

Dogma: Adventure and risk are the spice of life, and stealth and subtlety are the tools of the trade. Seek excitement and danger wherever your feet take you, for risk-taking leads to life's greatest rewards. Lust for the thrill, not for the treasure, for greed obscures the true prize of the experience. At the end of the day, the wildest tale is the greatest reward. Learn to tell a good yarn, and sometimes your tongue will get you out of trouble.

The subculture of my dreams
Is waiting for me to fall asleep.
I know you're scared—you should be.
I know you're scared.
Starry Ice is not online. Last active: 7/24/2008 6:43:12 PM Starry Ice
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Re: Gods in Vives
Posted: 13 Feb 2006 07:01 AM
Midoran

The Just Hand

Symbol: A white cross on a red background

Alignment of priests: Undisclosed

Portfolio: courage, justice, order, dominance, war

Domains: Undisclosed

Worshippers: Midorans

Favoured weapons: greatsword

Midor (Also known as “The White City”) is named for the god Midoran, whose actions saved Aristi from the great plague over 1,000 years ago. For a Midor citizen, religion permeates every aspect of life, from morning prayers to the required absolutions before dining to traditional, every day blessings such as “May Midoran guide your path.”

In recent times, Midor has gone from being a city with a reputation for being stern but fair to a place all non-Midorans will avoid at all costs. No loyal Arosian or Elf of Ferein would ever set foot in the city, due to orders from the Ferein Council and Aros himself that the White City is off-limits. A small percentage of Midor's non-Human citizens have fled, leaving behind only the most devout and fanatic followers in the city.

No more new Paladins or Priests are being produced, the Paladin Order and the Church now replaced by the Righteous Swords of the New Order of Midor. The slaughter of Paws has revealed the elitist attitude of the New Order towards non-Midorans in general and non-Humans in particular.

Further information should be sought in the Midor Saga Compilation.

History/Relationships: The inauguration of Vidus Khain as the White Bishop of Midor in recent times has led Midor down a completely different path. Laws have become harsher, and the people of Midor have become xenophobic. Depending on who you talk to, the sudden appearance of the Righteous Swords to enforce the law and will of Midoran is either a blessing or a terrible development. Ninety-five per cent of the Midoran population will sincerely remark that they have been a boon to Midor. This is actually and surprisingly true, considering the state of Midor prior to their arrival.

In an unprecedented turn of events, Midoran has manifested himself for the first known time in history. He fully supports the White Bishop and Righteous Sword Knights. His worshippers all know, in the core of their souls, that this is truly him. For some, this has strengthened their faith and resolve. Most, however, have found themselves torn by the incongruity of what they believed him to represent and what he has actually shown himself to be.

Dogma: Obedience to the church, and your immediate superiours is considered paramount. Obey Midoran and carry out his will. The duty of any true Midoran follower is to purge themselves and others of impure beliefs. There is only one god. There is only one light. There is only one truth. And that is Midoran.


((Divine Midoran classes—Cleric, Paladin and Divine Champion—are NPC-only. ALL Midoran Divine PCs are banished from Midor and powerless, unless you have been given DM permission to remain or have converted to another religion with DM permission.))

The subculture of my dreams
Is waiting for me to fall asleep.
I know you're scared—you should be.
I know you're scared.
Fictrix is not online. Last active: 9/9/2015 1:55:48 AM Fictrix
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Re: Gods in Vives
Posted: 04 Jun 2006 08:33 AM
Theus

Spheres: Magic, Lore, Knowledge

Favored weapon: Quarterstaff

Alignment of Followers: Any.

Presence: everywhere where the Art is practiced, where lore is stored and kept for posteriority.

Clergy: Theus has no real temples to speak of. At most one might find a small shrine to him in various wizard's towers, scattered throughout the lands. Most wizards and sorcerers pay him lip service. There's no organised religion as with Midoran, but some individuals have gained His favour and seek out magic and lore in his name. These individuals possess great knowledge of magic and often history. Clerics of Theus have at least a small amount of training in the arcane arts.

Dogma: promoting the sensible use of magic, gathering lore, creating magical artifacts, scribing

Reason is the best way to approach magic. Maintain calm and use caution in your spellcasting to avoid making mistakes in your spellcasting that even magic cannot undo. Teach the wielding of magic and dispense learning throughout Vives that the use and knowledge of magic may spread. Live and teach the idea that with magic power comes grave responsibility.
Love magic for itself and not just because if the power it gives one. Do not treat it as a weapon to reshape the world to your will. True wisdom is knowing when not to use it. Knowledge, particularly the raw knowledge of ideas, is supreme. An idea has no weight, yet it can move mountains. Knowledge is power and must be used with care, but hiding it away from others is never a good thing. Stifle no new ideas, no matter how false and crazed they seem. Rather let them be heard and considered. Sponsor and teach bards, lorekeepers and scribes. Teach reading and writing to those who ask for it and never charge a fee for teaching.

The priests are free to choose any domain, for all knowledge is to be protected. The domains chosen determine the aspect that they take on, e.g.

- healing domain priests will also be skilled healers
- death domain priests will tend to be necromancers as well
- animal domain priests will focus on summonings and conjurations of animals and helpers.
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Re: Gods in Vives
Posted: 21 Aug 2006 05:32 PM
Philosophy: Novus Aristi

Symbols:

The Sunburst: A golden cross with a sunburst at its centre, often against a black backdrop.
The symbology of the sunburst is fairly straightforward. The Novus Aristi see themselves as the light against the darkness. There is no greater light then that of a sunburst.

The Alarian: The Alarian consists of three interconnected circles with a triangle on the inside. Each circle represents one of the Tenents. A symbol in each circle represents a corresponding Tenent; the upper left hand circle is for Lanhesian (prayer), the upper right hand cirle is for Yendaynril (insight), and the bottom circle represents Veilyeen (action.) The center symbol represents Lymdril (enlightenment.) The triangle stands for the Code of the Aristi, which touches all parts of the three circles and encompasses Lymdril. (I hope to get a picture posted soon. Anyone who is interested in seeing it now, please PM Mykal with your email address.)

The Eagle: The eagle has long been a symbol of strength and nobility in ancient Aristi. It was also the symbol of the Prince of Aristi. The Novus Aristi have adopted this symbol in a similar capacity.


Alignment of priests: LG or NG only

Domains: Good, Healing, Protection, Strength, Sun

Worshippers: Paladins, healers, any goodly person

Favoured weapons: all swords

An oddity in Vives, the philosophy of the Novus Aristi is centred around the belief that their power derives from some force, some Greater Good, prevalent within the souls of all living beings. They believe that the capacity to do good, and the act of doing it, is what empowers their Paladins and Priests. Believing in the Code of Aristi, and acting upon that Code, is their source of powers. By following the Code, one serves the Greater Good, and activates a power within one's soul that permits them to propagate this force of goodness.

History/Relationships: Founded in ancient times by a wise man whose name is known only to a select few, the knightly order of the Heralds of Aristi was a noble and long-lived one. Much of what is known about Aristi and its Heralds has been lost to time, deliberately destroyed by followers of Midoran after the Just Hand saved Aristi from the plague. Most versions of history will record that Aristi was corrupt and decadent, and will not mention that it had knights at all, implying that only Midoran had ever had Paladins and only Midoran was capable of producing them. Nevertheless, a few scant records survive here and there, speaking glowingly of how Aristi was a force of good and a beacon of light for ages untold, a shining example for all the world during its span.

The current Novus Aristi do not see Midor as their enemy, although they do oppose what it has become in recent times. They are open and accepting of other religions and beliefs and do not seek to force their ways upon anyone. Their only opposition is evil and anyone who would support an evil cause.

Dogma: It would be remiss to discuss any part of the Novus Aristi faith without first carefully reading the Code of the Aristi:

"Uphold Justice, for it is your strength
Fight inequity, for all are part of the Greater Good
Protect the weak, for who else will defend them
Be humble in all things, for pride brings the fall
Be merciful to all, even your enemies. Vengeance begets evil
Be peaceful to the peaceful
Walk with honor and uphold all good things."


Many will note that this Code encapsulates the basic philosophy of the Illumine Alliance. However, where the Alliance considers it a philosophical guideline, the Novus Aristi considers this code a bastion of Faith.

The Novus Aristi faith is at once simple and very complex. The simplicity of "working towards the Greater Good," has several layers, though most outside of the faith do not see this. In fact, the phrase has been stripped of religious undertones and adopted by the Illumine Alliance as a quick and easy way to explain why they exist. This only adds to the confusion as to what the Novus Aristi truly believe.

In order to understand the Novus Aristi, one must start with the Code and move onto the three Tenents of Faith. From there, the rituals and rites of the Novus Aristi, many which are known only to the faithful, can be more fully appreciated.


The Greater Good and Natural Law

The Novus Aristi believe that there are immutable truths in nature. These truthsare the foundation of the Greater Good

The Three Tenents and Lymedril
The three Tenents of the Novus Aristi are Lanhesian (prayer), Yendaynril (insight), and Veilyeen (action). By practicing the three Tenents, guided by the Code, the Novus Aristi believe they can discover the fundamental natural truth upon which all things are built.

Lanhesian (Prayer) : Lanhesian is directly translated from ancient Aristi as “prayer.” Prayer can take on many forms for the Novus Aristi, but the most common is meditation and reflection. How the prayer is performed is very important. In keeping with the imagry of the Novus Aristi being a light against the darkness, true prayer (that is, prayer that leads to Yendaynril) can only be performed in the face of great darkness. The Novus Aristi must become, inside of him or herself, the light against the darkness.

Yendaynril (Insight): Meditating about the darkness, and the relationship of the individual and the Light, leads to Yendaynril (insight.) The insight is important, for it directs the Novus Aristi to the third Tenent, Veilyeen.

Veilyeen (action): To be a true Novus Aristi requires not only to be aware of the Greater Good, but to take action upon that knowledge. The third Tenent of the Novus Aristi faith is Veilyeen, or action. Without action, the other Tenents are meaningless.

Lymdril: Lymdril is not a Tenent of the faith, but rather the ultimate goal. To achieve the state of Lymdril is to have found the perfect balance between prayer, insight, and action. It is to know the Greater Good, to be in unity with natural law. There are no known Aristi, past or present, who have ever truly achieved Lymdril. It is the journey, not the destination, that is important to the Novus Aristi.


Places of Worship

The Novus Aristi currently have no official places of worship. This has caused significant problems with the Herald pursuit of Lanhesian. Lanhesian and Yendaynril do not necessarly require temples, however, a temple situation is considered to be ideal.

An ideal temple location is one located in close proximity to places of evil. Not only can Lanhesian be more effectively pursued in such conditions, but the Novus Aristi can act as a buffer against the darkness, which again plays into the theme of a light against the darkness. Novus Aristi temples are ideally self-sufficient fortresses from which efforts for the Greater Good can be coordinated.


Further Notes:

- The Novus Aristi is a fledgling organisation with a small following
- Further information should be sought IG
- Public appearances of the Novus Aristi, and the beliefs they preach, are recorded in The Sword and the Staff

Most men lead lives of quiet desperation and go to the grave with the song still in them.
-Henry David Thoreau
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