Tuesday, December 15, 2020

CotS: Hehn

 Hehn Definition:

And so the Goddess infused Her breath into the planet, and this became the Hehn: The force of creation and energy that gives Nassavra life.

  • Verse 10 of H’Ster’s Truths



            Also known as Humzii, Hefum, and Nómugu among other terms, Hehn can be described as the essence of creation and change that binds the whole of Nassavra together. 

   

Hehn, according to magisters, is the primary energy source that is responsible for aspects of elemental and natural creation. Like all energy, Hehn can be manipulated into different shapes, though the methods of doing so differ greatly than all other forms. 


When the planet was created, it is said that H’Ster drew different elements together from the expanse of the cosmos to form everything. H’Ster found what she needed and pulled it together. Pure energy, then, is the closest correlation to Hehn in modern lexicon. 

   

Hehn is not one definable aspect of life energy. Rather, it encompasses all elements, the power of healing, and the ability to shape and rearrange cellular structure. Such ancient techniques as warding or true transmutation are lost on much of Mankind, who are more limited to powers of basic healing and elemental magic. More often than not, ‘Hehn’ is used to also refer to the use of magic. 

   

To tap into Hehn, a user must share the essence of their life force. This is why it is draining for wizards to use large and powerful spells. In order to receive the boons of Hehn, you must first be willing to give. This prevents extreme actions to be done on a whim. That is why Hehn is sometimes referred to as “the balanced energy.” The exchange counteracts reckless behaviour and helps to protect the planet from massive, spontaneous changes and forces them to take gradual ones. 


Hehn, as it is the life energy of the planet and all those who live on it, is in every being. The matter of using it, however, is limited to either those who study its effects and learn the ability to manipulate it (often called mages, wizards, witches, enlightened, or warlocks) and channel its energy using elixirs and extracts from powerful Hehn sources (such as the Heart Tree), and those who have innate connections that are stronger than an average person’s, more often than not related to Dragons in some capacity (often called sorcerers, anim, Oinin, or dragonblooded). This is why the Duhwin are some of the most renowned magic users, as they were given blood connections to the Oinos themselves, making then innately grand in potential, though not innately competent in skill.


People who are more closely related to dragons bear stronger connections to Hehn, but strong magical power can also be introduced artificially. One of the Emperor’s of Ager, Emperor Neri IV, had begun experimentation on the Horn of Degrahm to see whether or not it would prove to have any magical resonance. Sure enough, a piece of the horn was able to fuel a powerful energy in him. Unfortunately, he was killed in a siege on the old Empire at the hands of native Ghoffs. The research would later be picked up by Emperor Caxi some 300 years later.






Hehn History & Uses


    The first group of people that were able to use the Hehn, according to evidence found in a series of burial structures, were the Sunter. They had been the first to drink from the waters of Doru and eat the great fruits, as well as create great structures from the materials and resources around them. 


     The Oinos, seeing their ability and the potential for great powers and kingdoms to be built, later taught mortalkind how to use the Hehn. Sure enough, they were able to create greater objects, places of magic, and with the wells and fonts of Hehn that the dragons shared they built great kingdoms for their masters to live. Humans cannot control certain areas of magic as well as dragonblooded individuals can. Transmutation, for instance, is a skill that only sorcerers can possess. Likewise, drudic magic can be universal across all groups of people, but certain cultures have a greater aptitude for it due to the cultivated knowledge over the centuries.


 Around the time that Elves evolved from Sunter living in the forests of Doru, their magical capability was founded with Wesser and when they started coexisting with their ecosystems, drinking from the springs where the Great Trees grew. Their magic is called druidic Hehn, essentially being the energy derived from forging a symbiotic relationship with other living beings. This includes plants and animals. In the case of certain early Elvish tribes, they tethered their lifesource to those of the trees that they lived in, enabling them to send one another vibrations that could alert them to possible danger. This was a method that was beneficial to both parties. Using the powers of growth and healing can take away from the physical constitution of the caster, so these are often used sparingly, but when the burden is shared with another living being then the penalties and costs of using it are halved. This is one of the reasons why Elvenkind is particularly adept at magic use, as they have a greater deposit of energy at their fingertips. 


Dhemur that follow the ways of Ishu focus on living without abusing the powers of Hehn.  They focus instead on receiving the life energy of biotic beings and returning their energies back to the Hehn, allowing the cycle to continue. Hence, they have a very nature-oriented lifestyle. It is certainly not impossible for Dhemur to learn magic, but it is dissuaded by centuries of custom, and as a result has become very difficult to learn from local sources unwilling to lend their aid.


When the people of Nassavra freed themselves from draconic control, they also crippled themselves in the uses of magic. The knowledge was sometimes banned, forsaken, or reduced due to the implications of their origins and the dangers that were presented by wielding such power. Over time, the majority of magic was limited to simple elemental spells or basic healing


While the world would continue on without dragons and without the Heart Tree, as ecosystems are now more or less set in place, there are dangers to both disappearing. Certain civilizations have built their entirety on the use of Hehn, being able to habituate in impossible places due to using it

Friday, December 11, 2020

CotS: Religions and Ideologies

 There are a variety of gods in the world of Nassarva. Though most of them are founded in the same root, some cultures revere some above others, while others do not worship the same ones at all. Some view the Oinos and Duwos as gods. Others as angelic beings. Others as average mortal creatures that simply have different lifespans, like other animals. 


(Note: The dragons of this world may look like the dragons of the Dragonborn universe because they might be the same “types” of dragons in the same universe! They would be on different planets? Still haven’t figured that out quite yet.)


The main progenitor deities, the Oinos,  are:

  • H’Ster, the Starmother: ( ) Though much of Mankind claims that her “true form” is alike to that of a human woman, the Oinos have held the ancient belief that H’Ster is, in fact, a dragon, whose glittering scales make up the cosmos. She is more or less recognized as the creator god in almost all human religions, though she goes by different names and appears in different forms. The story of H’Ster in Oinos mythos goes: H’Ster was one of the Great Beings who Lived Beyond, in a land whose name has never been written or spoken in the tongues of man. H’Ster lived with her twin, A’Ster, and both were beloved and held in highest regard by the other Dragons for their great beauty and radiance. The world they lived in was at peace then, but it was eternal and unchanging, and A’Ster wished to see more. He begged his sister to help him create change in the world that they lived in, and so sacrificed himself to help H’Ster make the first beings- (or she didn’t make them, but rather the process of change) the Oinos (think angels/dragons). The sacrifice caused H’Ster great grief, but she knew that A’Ster lived in their creation, and so took comfort in the new change that was brought- time. The other Great Beings were terrified by A’Ster’s disappearance. She was exiled for acts of Creation, bringing an end to A’Ster. This terrified the Great Beings, who had never lost one of their own, let alone one so splendid. H’Ster, wandering in lonely exile, remained the sole occupant of a galaxy for thousands of years until her children found her. The Twenty-One Children, or the original brood of H’Ster, followed their mother to this sad and forlorn space. Determined to see her happy, the others helped to create the world of Nassarva. Some believe that this was created when A’Ster died, his body helping to form the necessary parts to create the planet. Others believe that their daughter, Nassa, was the one to sacrifice herself, her bones creating the world. When The Sunter (the Child) was born, The Twenty-One helped build empires and civilizations, advancing their technologies and furthering their reaches across the planes of the planet. The Oinos went to have children, which were called the Duwos, or dragons in mortal tongues. For a time, they existed peacefully with one another. But some of these dragons became competitive, and the power of creation is corrupting, and soon the children found themselves drawn into the temptation of deification. They amassed civilizations of their own and split the planet into pieces, dividing them amongst themselves. Beauty was enrapturing, and while mortal life was short, their creations (which the dragons could not imagine nor make on their own) were everlasting. Those that would become the gods of this planet, who became known as the First Children of Nassavra, began to send their armies after one another. Mortals died in throngs for their gods. Wars raged on, and while the Oinos themselves were wounded, they always managed to make it out alright, licking their wounds but content to sacrifice some of their toys to end the fighting for but a few years. This hurt H’Ster’s heart, who only wished for all her children to get along, and so she fled back into the reaches of the cosmos to watch from afar. Nine of her Oinos joined her. The remaining dragons fought until they learned of their own mortality. To this day, only seven of the Original Twelve remain, and they exist in hiding. There are thought to be the children of dragons in the world now as well, though who they are and how they live are a mystery to most. H’Ster has the power of Ultimate Creation, meaning she had mastered Hehn to the point where she could use any of the abilities which her followers and children had chosen proficiency in. 

    • In Dehmer culture, she is known as Mahra Mera, or Mother Death. She helped to create death, ending the cycle of nothingness and bringing life and change  to all beings.

    • The reason that the ancestors of all living beings are dinosaurs is because they were supposedly created in her image, being reflected in her Oinos, and thus being reflected in her mortal creations. Because of her sacrifice of death to make life anew, this allowed for life to freely form and change. When upright beings first began to evolve, so too did the Oinos learn to take on the forms of upright beings. They shifted and changed to reflect the societies that they fell into.

  • Gwenh, the Mother: Said to be the mother of Mankind, often depicted as an expert mage and genius scholar. (Jain in Shun, Cwen in Hegros, Gwen in Ager, Gwena in Sneigh)

  • Gheim & Wesser: The Winter and Spring bringers respectively. They are essentially the duality of life and death and are important figures to the harvest. (Varsa & Vasan in Shun, Kheima & Wesra in Wedor, Gom & Weara in Hegros, Gam & Errach in Sneigh.) They are both Water Dragons, though one is master of the Cold, and the other is master of the Warmth. As they are offered celebrated together, the common saying for agricultural blessings or wishes of great boons to loved ones is “Twins bless you,” or “Twins be with you.”

  • Dhegram: The Moulder of Earth. They are the pinnacle of strength, often represented by motifs of the mountain, and occasionally the ogder tree (similar to a baobab in shape, similar to a buloke in toughness) or big horned sheep. It is believed that Dhegram helped to form The Teeth when his body was broken up across the land. He is an Earth Dragon. Dhegram is the patron of many Dehmer people, who believe themselves children of the planet. Dhegram’s is where the word “Ram” comes from.

  • Phures: The master of fire and destruction. Phures is one of the main entities who sparked (ahaha) the creation of several civilizations- particularly the Ageran Empire (which was known in the draconic tongue as the Ka’garan Empire) and the wars that followed them. She is interpreted by her followers as a neutral or good being, though her works are feared by many. Her followers depict her as the lightning before a fire in some mythologies. She is celebrated as a temperamental guardian of Nassavrans, granting them either safety and warmth or utter destruction. She is prayed to to help prevent disaster.

  • Woid: The patron of time and knowledge. Woid is “to know” and is often referred to more as the passive god of the passage of time. In stories, he often is depicted as a mentor and incidental guide, though he always assumes a neutral role, never serving good or evil. (Vedi in Shun, Oidas in Wedor, Witan in Hegros and Sneigh). Woid is a deity of time and knowledge, or one who manipulates the interpretation and the way time is woven. It is said that he serves as a guardian of knowledge, sleeping at the roots of the Heart Tree below the earth. The most well-known followers of Woid are the protectors of the World Tree- the Tree Priests of Doru. It is there that they have given up semblance of self, germinated seeds of the Heart Tree within themselves, and adopted the pronouns “they”, as they have become part of a larger self- the roots, branches, and leaves on the Tree of Life. They interpret the signs of Woid from the state of the World Tree, through its sap, fruit, seeds, and health. It is through Woid that the power of the Hehn is shared. When/If Woid dies, so too does the potency of magic, severely reducing the ability to learn magic from non-draconic bloodlines. 

  • Hwen: Oinos of the wind. Hwen is both highly revered and feared for the force of his wings, which cut through the air to create the wind. Each and every gust, it was once believed, was made by him, and it is thought that natural disasters (such as hurricanes, monsoons, and tornados) are a result of his bitterness towards Mankind for slaying his people. An Air Dragon.

  • Kal

  • Siusuasa, the Dreamer: The Great Dreamer, in Shepnos, is an unseen and undescribable being who dreams of the world. In this mythos, all of the world is just one alterable dream. Death is considered “the sweetest dream”, as those who experience it and have been revived describe the most pleasant and comforting light and warmth that they ever recall feeling. Every life in the world is considered one small part of the dream, and it can be as dreaded or as wondrous as anything. Though a person can never change what the Dreamer dreams a of, they can alter their own path by finding lucidity. 


The secondary deities, or the Duwos, are:


  • Toirin, the Dual-Faced God: Supposedly a trickster, Toirin is known as the child of the Spring matron, and his frivolity and love of life is evidence of this fact. Toirin is hailed as the master of trade, knowing instantly the value of a person’s soul and the content of their character by one look alone. He embodies the fairness of trade and is often prayed to by merchants seeking protection and wealth on the roads. Toirin also represents duality, as every coin has two sides, and he is known to be the father of drakobeasts (werebeings). Secret cults are devoted to this particular aspect of worship, especially in the coastal caves surrounding Tempestas.

  • Hakima, Lady Night, the Night Herald: Renowned as a divine assassin, Hakima is the matron of the Occultatum- a branch of the Empire specializing in subterfuge. The people living in the Dark Marshes of western Hegros worship Hakima as their patron, as they believe that her teachings preserved them in the freshwater swamps of their homeland. Her followers value secrecy, cunning, and hiding one’s strength. They also appreciate silence, as it allows them to keep an ear out for the dangers of their environment. In this religion, Lady Hakima challenges Scorthos the Sun Deity, who threatens to brand the world with the harsh flames of his light. Only in shadow can Hakima protect her people, and she is in an eternal struggle to keep the sun from overwhelming Nassavra. 

  • Copar, the Masked God of Medicine: The divine that most pray to when concerning good health and preventing pestilence. Copar is the one who is responsible for not only medicine, but also disease. It is believed that a prayer to Copar will prevent great plague from spreading.

  • Ór, the Scales of Justice and Balance: The divine sword of justice and law, Ór is known as a ruler who metered out judgement justly and fairly in the Órion dynasty of Aré and Ager. Ór’s Code is considered the main body of how modern Ager conducts its business now. 


Heroes of Old Mythos

  • H’Ner, the Hero, the Human: Said to be the first of Mankind, often depicted as a hale warrior. H’Ner is born of human folklore, though this Sunter was one of the first of their kind to be chosen by the Oinos as an outstanding member of their species. Not recognized in Ulfur cultures, but is often referred to the Ulfur counterpart, the fabled hunter and patron of the Ulfur people Jaegren. 

  • Andros: A Wedorian hero, now known as Andros, was the founder of the modern worship in H’Ner. He is hailed as a prophet and sometimes the second coming of H’Ner himself, embodying everything that represented non-draconic culture was and establishing essential cultural landmarks/theological claims that have been adopted by the people of Wedor and the Ageran Empire for hundreds of years. He was the first to defy the Oinos openly on Nassavra and died in order to save Mankind from its fate beneath draconic rule. Andros called for the unition of all people, though his words are often twisted by some sects of the modern church who took the phrase of “us” to refer to Mankind as opposed to all inhabitants of Nassavra. Andros is seen as a martyr, enduring great pain and suffering when the dragons punished him for his defiance, dragging him through the streets to be flaunted in front of their kingdoms and supporters. His disciples carried out the task of the first killing of the Oinos despite Andros’ peaceful promise.



Religions & Sects

Nassavra is home to many religions that vary from place to place. The biggest figure, one who is pinnacle and present in almost every religion, is H’Ster. Her name is widely recognized and even kept in its purest form. This is because this is the teachings that the dragons first taught civilizations across Nassavra. There was a period in time in which some dragons tried to erase this history from the world, perhaps bitter by Her absence and favoring instead to call themselves gods, but some humans dug up these histories and revived her worship.


  • Church of H’Ster: Followers of the Cosmic Being, H’Ster, who is said to have created all things in ages past. She is one of many great and powerful beings called the Deyans. She is responsible for all life on the planet of Nassavra, though her children the Oinos claim responsibility for some of the changes in their formation.

Beliefs

  • Service: The Child is giving, aiding those where it can. The Child does what it can to help its Family.

  • Passificm: The Child does not raise a hand against those who it calls Family. The Child has a duty to look after its Family, and swears by a code of peace.

  • Obedience: The Child is obedient, knowing that it must relent to the higher truths of the world. The Child listens to its Family though it possesses its own will. 

  • Truth: The Child strives to grow and learn the Truths of the world. The Child creates to expand its knowledge and share it with the other members of the Family. The Child is always aiming to learn more and does not censor knowledge. The Child follows the teachings of the Hehn, passing it on through practice and heritage.

  • Creation: The Child is born of imagination. So too must it imagine. It is the Mother’s will to watch her Child dream. In the act of its existence, the Child will learn and pass on the knowledge of creation.


  • Church of A’Ster: Followers of the Cosmic Being, A’Ster, who is said to have died to allow for the creation of the Universe itself. A’Ster is often praised as the patron of sacrifice for a better cause, a champion of kindness, and is hailed as an exemplary father.

Beliefs

  • Sacrifice: The Child knows that to produce true change, one must be willing to sacrifice a part of themself to forge it.

  • Passificm: The Child does not raise a hand against those who it calls Family. The Child has a duty to look after its Family, and swears by a code of peace.

  • Obedience: The Child is obedient, knowing that it must relent to the higher truths of the world. The Child listens to its Family though it possesses its own will. 

  • Truth: The Child strives to grow and learn the Truths of the world. The Child creates to expand its knowledge and share it with the other members of the Family. The Child is always aiming to learn more and does not censor knowledge. The Child follows the teachings of the Hehn, passing it on through practice and heritage.

  • Creation: The Child is born of imagination. So too must it imagine. It is the Mother’s will to watch her Child dream. In the act of its existence, the Child will learn and pass on the knowledge of creation


  • Oinos Worship, Ancient: In ancient times, the people of the world were led under the leadership of dragons. These great and powerful beings commanded respect from their followers and garnered their love through great acts of natural creation. With the help of the imagination of The Sunter (Man in human mythos, Dehmer in Dehmer mythos, so on and so on), the Oinos created kingdoms for their followers to live in (provided that they continued to worship and respect them). These kingdoms make up the backbone of what constitutes many civilizations today. 

Beliefs:

  • Safety: The Oinos do as they do to give their Kin a better life. They will always find a place of love and safety with their oldest siblings and masters, and should always realize that they have a place amongst their people.

  • Subservience: As H’Ster proclaimed, there are forces greater than the life that one lives in existence. The Kin must realize that their forebearers are beings who protect and provide for them. As such, the Kin are small in comparison and are expected to aid their masters where they can. The Oinos defer to the will of the divine. The Kin defers to the will of the Oinos, as it is the will of all people, and by doing so they aid the life of all creatures of Nassavra.

  • Creation: It is the Kin’s duty to make what the Oinos wish. The Oinos wish to see the Kin achieve great things, and so push them to do what they must in order to become better than themselves in the present. If it is the Kin’s duty to create, then they must create.




  • The Auld Faith: The Auld Faith of Tír Duine recounts the tales of the divine folk who walked the world. Some interpret them as Duwos or even Oinos, but it is unclear as to whether they are the same deities or beings specific to Duinian belief.

    • Breghi: As lovely as she is vain, Breghi is known as a goddess who greets her followers warmly… unless provoked. Any who spurn her live in fear for the remainder of their likely-to-be-short lives. Breghi is so beautiful that foliage bloom around her, and she paints each plant that she encounters. 

    • Dorieasan: Jealous of his sister’s affection and beauty, Dorieasan brings harsh cold to ruin her creations. Where he walks, the world wilts. The two are viewed as being constantly at odds with one another. 

    • Toirin: The god of transaction and duality, Toirin knows the value of a person’s soul by simply looking at them. He is considered the patron of lycanthropy and it is believed that Toirin’s curse is what ails the afflicted. Toirneachans are followers of his who have developed a culture of mercantilism. These people are responsible for first introducing currency to the land of Tír Duine. Currently, Toirneachans are considered some of the best financial managers in all of Kerdia. The town that they have made is responsible for a the imports and exports of most goods, especially those coming and going in and out from Anteros. 


  • Church of H’Ner: This group believes that the creatures born of Nassavra (including the Duhwin) are the ones whose place comes first and most favored in the eyes of the Goddess. The Oinos were the first of her creations in a place far from here, but Mankind and all of the people that grew from the Heart Tree are the breath of life that the planet truly needs. The Oinos, in that sense, are alien.

Beliefs:

  • Principality: The people of Nassavra are the first children of the planet and of H’Ster’s divine will. They inherit the world in place of their Mother. Their siblings, the Oinos and the Duwos, are not of this world. Therefore, they have no right to rule over it.

  • Equality: The beings of Nassavra were made from the same blood and the same roots. They must acknowledge that they have a right which surpasses the dragon kind and not each other.

  • Heritage: The first ones who came to call this planet home are the rightful denizens, to whom all power and ownership are due. They are chosen to be greater than their Oinos cousins, who cannot think outside of themselves. Mankind and its brethren were at the beginning of life in Nassavra. So too shall they be at its end.


  • Children of Andros, Orthodox Sect: This group follows the exact teachings of Andros, looking on his words from the view of a scholar. The Orthodox sect believes that Andros is the second formation of H’Ner and the representative voice of Mankind. They reject the concept of divine perfection and acknowledge the fallibility of man. They believe that the interpretation of all of H’Ster’s children needing to cooperate peacefully will bring back their Mother. This is taught in the true way of Andros.


Beliefs:

  • Pacifism: Andros once stated that [we] must learn to get along in order to restore H’Ster’s place in the firmament. The Mother of the world will not return unless Her Children cooperate. In this sense, all children of H’Ster must agree to work together.

  • Resilience: Mankind and its siblings have become stronger than the Oinos in a sense. It is the responsibility of the Children of the Gods to rise up against foreign tyranny when it can.

  • Fallibility: There is no one true or perfect voice, heart, or mind. Those who claim themselves to be above any other are doing so for their personal gain- be they man or Oinos.


  • Children of Andros Zephicts, Zephas’ Sect: As per the following of Zephas’ interpretations, this group believes that the creatures born of Nassavra (excluding the Duhwin) are the ones whose place comes first and most favored in the eyes of the Goddess. The Oinos were the first of her creations, but Mankind and all of the people that grew from the Heart Tree are the breath of life that the planet truly needs. The people of Nassavra, in this view, are her favored creations. The Oinos, in that sense, are alien. The difference between this sect and the traditional church of H’Ner is that the Zephicts believe that Andros was a prophet who was created in the will of the Hehn to speak with the voice of H’Ster and that some people are blessed with the divine truth, letting them become unshakable truth-sayers in the community.

Beliefs

  • Bravery: There are frightening things in the world that the Children are meant to endure. They must find the courage to face these things without a moment’s hesitation. 

  • Justice: When there is wrong done unto another, it is the role of a Zephict to enact justice and right that wrong. The way that this is discerned is through wisdom and reflection. As the children of H’Ster, it is only right that every person born of Her blood is given the same treatment.

  • Loyalty: A man is to be the best friend of his brothers, defending them unto any cause. The loyalty of that person must be unshakable.


  • Children of Andros The Saurisi, Sauris’ Sect: The Oinos were the first of her creations in a place far from here, but Mankind is the first child of Nassavra, and therefore are believed by members of this sect to be the superior form. Though Andros himself preached more in the beliefs of the Church of H’Ner- wherein it states that “us” the “people of the world” need to coexist peacefully with one another when freed from imbalance, some followers took it to mean that “Mankind” specifically would inherit Nassavra once all those who stood to obstruct them disappeared. This has led to a dangerous way of thinking for many of the Androsi followers around the world. The Androsi prioritize the supremacy of the children of the Heralds and successors of apostles like Zephas and Saurisis, believing that they have been chosen as the progeny of these great figures as Vericts- “truth-sayers”. They also believe in Andros’ assumption in to heaven.

Beliefs:

  • Superiority: Mankind was the first child seen fit to walk the planes of Nassavra. It is the favored child of H’Ster. All other beings who stem from their bloodlines are rivals of Mankind meant to test their ability. Therefore, they are obstacles that may need to be dealt with for Man to succeed. It is paramount above all things that Mankind is taken care of.

  • Endurance: Just as Andros endured the many sufferings that the Oinos inflicted upon him, so too must the Saurisian practice strength of will and character. Bravery is the pinnacle in the face of great danger. A Saurisian does not flee his fate, just as Andros had done.

Organization:

  • Verator: The highest ordained position, the Verators are considered those who can trace their lineage back to any of the eight followers of Andros- Zephas, Sauris, Okobos, Kongas, Yungus, Zhous, Taxitus, and Ukrhas. In the Saurisian church, prioritizes the word of these individuals, though some disputes have arisen over the importance of each of these individuals’ doctrines.



  • The Triasa, Naiban: In Naiban society, the people believe in all of the gods, depicted as beautiful humanoids who are able to change shape to embody those of an animal. The most beautiful of these children were the water gods- the Twins, Varsa and Vasan, who often took the form of a pair of stark green and blue ibises or two desert koi. These gods, claiming to come under order from their mother, swore to grant the people who dwelt in this place a safe haven. They transformed the land in the middle of the arid dunes of Shun into an arable, water rich place. They made a river run through the center of the desert for them. All the gods asked for is a place to call their home in the city. They would return every five years to check on their subjects, bringing more rainfall to them and recounting amazing tales of their travels.


There have been times in history when the Twins have been greatly displeased, such as the defiance of Shahar Tmeuki and his dream of making a nation independent of the gods. As punishment, the Twins flooded the state. They felt great grief after harming their creations and quickly attempted to make amends, commemorating this event with the Day of Forgiveness. 



Beliefs
:

  • Inherent Beauty: The world is inherently beautiful, and ugliness is often wrought by our own hands. It is important to look for the beauty in even the most abhorrent places.

  • Creation: The most sacred thing that a living being can do is to create.

  • Positivity: The experience of life is a brief thing. This is what gives it its true beauty, for knowing that one day it will end makes every experience that much more important. It helps to keep a positive mindset to ensure that life continues.

  • Freedom: Passion and creation are both born from freedom. Do not fear what another may think of you. Be who you are and you cannot fail.


  • Order of Sohl, Sohlian: Andros was not necessarily chosen by H’Ster, but rather chose through his own will to share Her beliefs. In that sense, all beings have the power and capability of making great change that can lead to peace. Therefore, it is the responsibility of all people. The name of the ideology, Sohlian, comes from the prophet Sohl. Sohl was a worshipper of Vasan for a time before he came to a Temple of H’Ster and began observing the works of individuals. So many died waiting for their destinies to save them. When he observed and caught word of Andros’ deeds, Sohl saw a mortal being whose choices had turned the minds of Mankind towards peace for once in many moons. He saw then the works of other hermits and local heroes, whose names died with them.


 It occurred to Sohl that the act of creation that H’Ster spoke of rang true with every being in the world, not just those which Andros spoke of. Sohl resolved to share this message and promote the individual cause of love beyond the establishment, of choice beyond duty, of electing to learn rather than wait for knowledge to come to oneself.

Beliefs

  • Will: All living beings have the choice to change their world and influence the world of others. They are responsible for only themselves, and the Goddess or the Hehn will not come to aid them if some great ails should befall them. It is up to the living beings of Nassavra to help each other through strife.

  • Individuality: One person can cause a great deal of change. It can matter more than a kingdom’s worth of influence if one voice carries on a strong wind.

  • Community: While each is entitled to their choice and lots in life, working with others to make big choices can greatly impact how successful a community is.


  • Mahra Mera/Followers of Ishu, Dehmer: The most archaic form of H’Ster’s worship that is believed to have been the teachings of the Sunter. In this religion, there was once one whole that divided itself into two parts- Hespir, the femine aspect, and Udeyu, the masculine aspect. Udeyu lent to Hespir His strength, and the two became whole once again. The tethering of their selves made Hespir change in shape, combining Her beauty with Udeyu’s strength (this is how Dhemur explain the concept of relative sexual monomorphism in their people). By killing Udeyu, Hespir became Mahra Mera- “Mother Death”- and She became pregnant with the life that Udeyu had given to Her. The combined essence of Udeyu’s self and Hespir’s self led to the Oinos- or the “First Children”.  Hespir’s first child She called Nassa, the daughter of the universe, who would be the grandest of all Her children. The second She bore was called Dhegram (He Who Moves the Earth), the third called Mûna (She Who Lights the Night), the fourth called Fûra (She Who Makes Fire), the fifth and sixth twins called Wusar and Gamash (She and He Who Make Rain and Snow), the seventh called Weyna (She Who Makes the Wind), and the eighth called Kanek (The Child Who Knows). She had a second litter later on, they who came to live in the firmament (Bagital, Nela, Massur, Algûr, Gheka, Talkresh). 


When the Oinos longed for change, Nassa sacrificed herself to make the planet. Mûna, grieving the loss of her sister and best friend, transformed herself into a similar image and became the lunar counterpart to Nassa.. This interpretation of the world most closely aligns with what the Oinos themselves believed and recorded.


The worship of “Mera” is one of life through death. The aspect of life being derivative of death is actually probably the closest approximation to the truth of Creation, as A’Ster did indeed have to make a sacrifice in order for mortality to exist, to create union between life and death. In this religion, the experience of life is of the individual. Only in death is there ever true union and loss of the concept of the “self”. It is the responsibility of a living being to experience the individuality- pain, grief, hope, and drive- in the limited existence that they have. Therefore, there is no rush to death, but neither is there any aversion to it. 


The belief in the progenitor Goddess and Her children is believed to have roots in ancient Sunter faith that was passed down to the Khaamuk people. It is the Khaamuk, after all, that had continued to uphold these beliefs while their kinsmen pursued other practices. The worship of Mahra Mera became the dominant religion when the Dhemish hero Ishu supposedly heard Her voice, telling Ishu that the ways that her people were living would lead to their demise. Encouraged by the Oinos Dhegram, Ishu surrendered her kingdom and became a nomad with the neighboring Khaamuk people, who had done their best to avoid the conflicts between the Kerdian kingdoms of Dhemur. Ishu learned of their lifestyler and saw how they coexisted with nature, resolving most of their conflicts peacefully and avoiding bloodshed. Without personal possessions, limited resources, or a sense of greed, the Khaamuk subsisted as pacifists. Ishu admired this and believed that this was what she was called to do. 


As a great hero and queen, Ishu had much influence on the rest of the Kerdian Dhemur. She convinced a handful of clans to join her in a minimalist lifestyle. There were those that thought her mission to be foolish and remained in their castles. In future wars, massive upheaval would see their keeps crumble to dust and many of their lineages slaughtered. The Followers of Ishu, however, thrived for a long time. It was not until the kingdoms of men rose up and the cycle began anew that there was any true conflict for the people. It is now, in the advent of war and discrimination, that traditions are being strained to the point of breaking.


Ishu organized how these newly formed civilizations ought to be structured, creating laws and suggestions for roles in society, kinship, and marriage that were largely based off of the Khaamuk people’s formation. The division of roles blended practices of food procurement, which changed from society to society and environmentally, and


Ishu’s Creed was translated in several languages of various Dhemish cultures, leading it to become massively popular over time. Although some peoples took more time to alter their way of life, there eventually came a strong sense of unity from this religion that a handful of Dhemish tribes across Kerdia would go on to form a Nation of Followers. This existing connection would then go on to establish the framework for the Urgadag, who despite adhering to aspects of the structure have also begun to turn towards building up kingdoms again. The Yalzmag, a fundamentalist people who adhere to a pacifistic creed, have been in opposition to them. This has created conflict between the groups, as the Yalzmag purposefully try to undermine the Urgadag by preventing them from having access to resources that would see their resistance from being built.



Beliefs

  • Progenitor: Mahra Malga made the world. From the bones of Nassavra to the sands which hide them. They have given the gift of mortality so that we may arise better with each passing time. Likewise, all others were born of us. 

  • Resolution (Traditional): Understanding the cycle of life and the final union, I will not fight against death, but I will accept when it is my time. I will actively seek to appreciate this life and help others enjoy theirs. With my voice, I pray for peace. With my music, I will bring everlasting harmony. 

  • Respect: A thousand of my ancestors have knitted my flesh from theirs. I am the heart of the spotted cragcat. I am the lungs of the fleet-footed khurkut. I am the voice of the swooping medallion hawk. I am the blood of my brave forebearers. With the death of these beings, my life could begin. With the death of these things, I am made stronger.

  • Passion: My passion is the flame by which my time burns. I will not be afraid to blaze brightly, even if it means my death. I will remember those who came before and I will strive to be remembered as I am in life, for when the final union comes, I will have no need for my name.

  • Merciless (Urgadag): I am the growl that warns the foe. I am the shield that guards the heart. I am the flame that staunches the blood. I will protect my people. I will be the face of death. My neutrality shall bring us victory. My lack of surrender shall see us become free again.

  • Negotiative (Yalzmag): I am the hum that soothes the sleeper. I am the eyes that watch the world. I am the water that reveals the reflection. I will protect my people. I will bring the survival of our people through reflection and peace. Death is the ultimate peace, but it cannot be rushed, and it cannot be forced to occur before its time. My voice shall bring us freedom. My peace shall see us safe again.



  • Mátha Chrainn & The Crannoí, Elven: The elven name for H’Ster and the Heart Tree, both of whom the elves attribute their existence.

Beliefs

  • Nature: The Seedling’s form is innately that of the natural world, shaped into existence by the grace of the Crannoí- the Heart Tree. 

  • Guardianship: The Seedling protects both their 

  • . Symbiosis: The Seedling shares the life essences of those around it. It cannot survive on its own, nor without the company of its brethren, who are born of the uncorrupted. The Seedling must be wise to this fact and never stray too far from the green of home. A Seedling will never forget or neglect their ancestral vow, for to do so would mean their death.



  • Yunya: The belief that is most widespread throughout Himayeshi, Yunya supports the idea that all life is tied together by a supernatural force of fate and energy. It purports that all living beings are just expressions of the Breath and that the ability to manipulate the world around comes from a complete understanding that the world is fluid and able to change. Just like how water can change shape depending on its vessel, the temperature, and what is mixed with it, so too can people change depending on many factors that are presented to them. Those seeking peace or a greater acceptance- perhaps redemption- often meditate to try and understand the concepts of the Breath and Yunya. 

Beliefs:

  • Union: All beings are connected. The separations and distinctions that are made are based solely off of values given to that individual. Every living being is made up of the same kind of viri, or energy. 

  • Change: No person is ever subjected to a rigid life. They can always choose to change themselves or the path that they walk, though they must accept that they can never force change upon anyone else. 

  • Harmony: In understanding that you can never change anyone else without their willingness, you accept those around you and allow them to find their own paths, offering a gentle and guiding hand if desired but never becoming forceful. This is an important step in finding peace. Being able to let go- to focus on what shape you can take as an individual to better yourself and the world around you- is key to being able to find peace.


  • Tulah/Seyvya: The concept of balance under the existence that H’Ster has granted, Tula Ardha/Seyvyata is the belief that all beings are instilled with sides of themselves that require balance. Just as wind that is too strong can uproot the tree, but a wind that is too soft will carry no seeds, balance is required for life to grow. The word “seyvya” means “to sew” and refers to the connection between the parts of the self.

Beliefs:

  • Balance: As with the cosmos, the sky is both clear and cloudy. All beings are tempered with darkness and light within them. Light comes from the illumination, darkness comes from the aspect of mortal existence. In living as a mortal being, it is important to find balance between the two concepts. One escapes the mortal plane when they discover higher truths, sacrificing the mortal part of themselves to become an Other. One casts aside their spiritual self when they indulge only in the mortal desires and allures and abandon thoughts of the world beyond their natural side, and they become the Other. It is important to recognize that, while the stages of the Other contrast greatly, they are still the same thing; a being who has sacrificed or forgotten what it is to be a balanced creature. Almost all living beings are the One and carry both sides to them.

  • Duality & Sameness: The line that separates the soul is the same that tethers it. The distinction in how every deed is done by the same hand is important. There is a culpability to one’s actions that one makes the decision for on their own. Societally, expectations are different, though one is absolved of guilt and shame that is put upon them and is instead encouraged to reflect like the sky in the aftermath of a storm.

  • Shamelessness: There is not a form of divine punishment for bad deeds, nor any direct rewards for good ones, other than those that the living beings of the world decide to make. Therefore, the choice to do such deeds all depend on what that individual values.




  • Natural Sacrifice: In a select grouping of cultures, there is the practice of sacrifice. This once was applicable to certain draconic beings as well, though it cannot be said for sure whether or not this is still in practice for such followers. It is true, however, for groups such as the Ulfur or the Dehmer.

    • Ulfur Sacrifice: The Ulfur sacrifice to give back to the land that feeds them. Just like how their existence came from the life of the dragon flowing into them, the Ulfur give back to the other living beings in turn. They perform rituals of drowning, hunting, and hanging/blooding. 

Ishuite Sacrifice: The Followers of Ishu revere the cycle of life from death. Animal sacrifices are commonly held to continue the zoophagous nature of existence. They also honor great warriors by shrinking their heads and wearing them on their person (they are typically given to the next of kin). Hunting sacrifices, bone pits, consumption of flesh, and the creation of Spirit Gardens are all common practices among the Ishuite people.