Gods
The Gods of Aetolia
HomepageGodsCity-StatesSkillsGuildsGeographyRacesCombatEventsEconomicsConduct and EtiquetteTriggersSubskillsCalendar and TimePetsLibrariesHousingGuestbook
Gods

Gods
The gods in Aetolia are powerful, enigmatic beings. Their existence cannot be
denied and you are well-advised to pay them the respect they are due. Their
purposes and goals are their own and differ dramatically from god to god.

Though all the gods were created by Varian, the Satus, or by processes
ultimately set in motion by Him, He imbued them with such power that for all
practical purposes, there is no distinction between them in power when viewed
from a mortal perspective.

Some of the Gods whom you might encounter in Aetolia are:

Varian, the Satus
Haern, the Hunter
Severn, Lord of Artifice
Iosyne, the Muse
Lanos, Lord of Truth
Slyphe, Goddess of the Seas
Khepri, Goddess of Mischief
Rahn, God of Fire
Niuri, Goddess of Mystery
Lleis, Goddess of Renewal


Patronage
The most important and special way in which a mortal may interact with a God
is by pledging his or her life to the God. This is done by joining the God's
Divine Order. An honour not to be taken lightly, this is accomplished by
speaking with the relevent God and establishing a rapport with him or her
first. Eventually you may feel that you are worthy of following this God, and
ask for acceptance into his or her Order. On the other hand, the God may first
decide that you would make a good addition to his or her Order, and invite you
in. You are, of course, free to refuse, but understand that everything in life
has consequences, be they trivial or large.

Once in a Divine Order, you will find that you begin at the lowest rank in the
Order. Each Deity sets His or Her own criteria for promotion within the Order,
and enough rank may carry with it certain privileges.

Orders have a few commands associated with them. These are:

DEPOSIT (gold) (god's name) : Anyone may do this, for any order.
WITHDRAW (gold) (patron's name) : You must be at least rank 4 in an Order to
do this.
ORDERACCOUNTS : See a listing of the Order's bank acounts.
You must be at least order rank 4 to
do this.
ORDERLOG (your patron's name) (where to start in log) (how many months back to go)

You may omit the last three fields of the command if you just wish to read
from the beginning of today's log. indicates which
line you wish to begin reading on. 2 months back would be two months ago, and
logs are kept for 6 months.


Offerings
Offerings
---------

Offerings are the major way in which you as a devoted follower may gain your
god essence. Many things that a Divinity might do cost Him or Her essence. In
order to offer to your god, you must first find a location in which a shrine
to that god has been erected.

Once you have done that, you must choose what to offer. You may offer gold or
dead things. Be warned that offering gold will automatically offer all the
gold in your hands. Simply type OFFER and you will send your
offering winging its way to your beloved patron, who will be notified of your
offering.

Shrines
-------

As you wander about the land, you will undoubtedly encounter shrines to various
gods. These shrines have been erected by highly-ranked followers of gods as
testaments to the glory of their god or goddess, and in order to provide more
offering points for followers.

Those who have attained rank eight or higher in an Order may ERECT SHRINE. This
will take approximately ten seconds, during which you may not do anything else.
It will also sap half your willpower. It should be noted that shrines may not
be placed closer than four locations away from each other.

If you wish to help strengthen a shrine, you will do OFFER TO
SANCTIFY while if you wish to harm a shrine, you will OFFER TO
DEFILE. In both of these cases, the god's essence will not be affected.

Order Powers
------------
As you progress in rank in your Order, you will gain the ability to use various
powers.
ORDER PRIVILEGES (or just ORDER PRIVS) will show you your order-related
powers.

Many of the Order powers are related to shrines. For these, you must be at a
shrine, and do:
BESEECH FOR .

Most of the shrine-related order powers have a range dependent on the size of
the shrine you beseech at. If it is a dormant shrine, you won't be beseech at
it. The ranges are:

Dormant: None.
Small : Same room only.
Medium : One room radius.
Large : Two room radius.

Note that Worldburn is an exception, as it affects the influenced area of all
of your Order's shrines, everywhere.

Please remember that using these shrine-related powers will cost your beloved
Diety essence each time you use them.

The various order powers are:

SUCCOR
- Shrine power. Heals order member mana.
- Lasts approximately 10 minutes.
HEALING
- Shrine power. Heals order member health.
- Lasts approximately 10 minutes.
WILLPOWER
- Shrine power. Replenishes willpower of order members.
- Lasts approximately 10 minutes.
FAITHROOT
- Shrine power. Gives mass while in shrine influence.
- Lasts approximately 30 minutes.
ENDURANCE
- Shrine power. Replenishes endurance of order members.
- Lasts approximately 10 minutes.
SOULREND
- Shrine power. Attacks order enemy mana.
- Lasts approximately 10 minutes.
CURES
- Shrine power. Cures order member afflictions.
- Lasts approximately 10 minutes.
ORDERBRAND
- Brand someone an order enemy or ally.
- Syntax: Orderbrand
SHRINESIGHT
- Shrine power. Shows status of all your Order's shrines on the continent.
ERECT SHRINE
- Erect a shrine to your God.
- This is very expensive in essence for your God.
PAROXYSM
- Shrine power. Attacks the health of order enemies.
- Lasts approximately 10 minutes.
PATRON
- Induct someone into your Order. PATRON .
CASTOUT
- Cast a heretic out of your Order. CASTOUT .
WORLDBURN
- Shrine power. Attacks the souls of all order enemies in all Order shrine
influence.
- Extremely powerful, and goes through grace.
- This is quite expensive to your God in terms of essence.


Temples
Many Gods choose to either erect temples by their divine power, or ask their
worshippers to build one for them as a sign of devotion. There are really no
hard-and-fast rules regarding temples, as they tend to vary from god to god.
Some may choose to limit access to followers only, while other temples may be
open to all.


Ascension
Ascension to the Divine is perhaps the greatest accomplishment possible within
Aetolia. In this process, a mortal is transformed into a God. Thus far in
Aetolia's history, no mortal has been deemed worthy of that transformation.


Divine Favour and Disfavour
If you particularly please or anger a god, He or She may choose to grant you
favour, or curse you with disfavour. This will last until a specific time and
when they wear off, you will either gain or lose some experience. Furthermore,
while you are favoured or disfavoured, your skills will be helped or hindered.
While each skill will be helped or hindered slightly, each god or goddess has
certain skills that He or She particularly affect.

If a god is exceptionally pleased or angry with you, He or She may grant you
eternal favour, or curse you with eternal disfavour. Although no experience
loss is associated with these, they do not wear off until the god chooses to
remove them.

The command GODFEELINGS will show you if you are in the favour or disfavour of
any gods.


Varian, the Satus
Varian, the Satus is the origin of all Creation. All that is, was, and will be
is thanks only to His Divine Will. Before the universe existed, there was
simply Varian. He was Creation, and Creation was Him. In a desire to experience
multiplicity and the complex interactions of individuals, He created the
universe and this world.

Varian is generally neither a benevolent nor a malevolent god, choosing instead
to observe and guide the actions of mortals and immortals, but is swift to
correct those who attempt to violate His vision of Creation.


Haern, the Hunter
The Hunter was created by Varian shortly after the birth of
Aetolia, seeing a need for a Divine realm to tend the cycles of birth
and death in Nature. Haern finds virtuous the traits of strong will,
severity and destruction, and seeks a balance of rhythm, rather than of
stability. It takes courage to not fear dissolution and to know that
all spiritual principles are indestructible. His realm encompasses all
animals, and He harbors a respect for the prey as well as for the
skilled hunter. He frees us from that which has become obsolete, and
inspires us with the will to protect. Born in a time of great
inbalance, He is intolerant of transgressions and is known to bring
swift action against any creature that oversteps its bounds, or any
abomination that has no place in Nature.
The Rhythm is the ever-changing, never static, flow of Nature. The
Way of the Hunter is as complex as the Rhythm itself, but is known by
three names - The Way of Defiance, The Way of Destruction, and The Way
of Severity. This rhythmic balance is the realm of Haern, as He is the
force that keeps the Rhythm in motion. The hunt is about sacrifice -
clean and merciful, a conscious and deliberate choice of a greater good
over a lesser good. Good, to the Hunter, is this application of force
in the appropriate time, space and proportion. Evil is the
misapplication of such force, or the unwillingness to act at all. It is
a virtue to know one's place in the natural order of Aetolia. To allow
another to dictate this to you is a vice.
The Hunter is an elusive God, rarely appearing to mortals in His
true form but preferring to interact through other agents, often
observing or testing mortals indirectly. His followers include a
mixture of those who strive for a strict balance in Nature, those who
value strife as an agent of growth, diversity and harmony, and those who
see themselves as passionate advocates of the wilderness and the wild.
As fresh blood on the cold, pure snow, the colours of Haern are
crimson and ivory. His symbols are a red bone claw on a field of white,
and the open triad, a three-branched knot reminding of the Ways. The
bear, the serpent, and the raven are held sacred by those who follow
Him.


Severn, Lord of Artifice
Though not a destructive deity, Severn strives only for personal gain,
regardless of the means. Usually quiet and detached, He observes and analyzes
the goings on of the world from His throne while planning His strategems.
Rarely does He leave His throne to manifest on the Material Plane, generally
sending minions and manipulating others to carry out His will instead.
Plotting for years, even centuries, He presents a calm and disarmingly
magnetic personality - a mask of the fire within. None can say exactly what
His true form is, as the reports vary greatly. Some claim he is a diminutive
chameleon, others insist to have seen a raven or a nondescript human with
black hair.


Iosyne, the Muse
The Divine Muse is the patron of artists and writers, who often hear Her
soft whisperings of inspiration in their time of need. Though she is most
closely associated with authors, performers and artisans, Iosyne favors
creators and thinkers of all varieties, delighting in the myriad
capabilities of the mortal mind, and encouraging the mortal capacity to
bring ideas to manifestation. She is known as a gentle spirit, but rather
than this trait being due to any aversion to war or violence, it is more
accurately reasoned as a product of Her simple disinterest in such things
beyond their dramatic value. Beyond all else, she adores the limitless
possibilities of experience, whether in sorrow or joy, finding the beauty and
intricacy of the ever-changing tapestry of life.

The appearance of Iosyne to mortal perceptions is rarely the same twice, as
Her moods and interests vary from day to day, along with Her chosen style.
A feather is the most common symbol of Her realm, both as a quill for
composition, and a representation of the boundless possibilities of creation
and thought.


Lanos, Lord of Truth
Lanos, Lord of Truth, embodies the search for Truth and the expungement
of those agencies that seek to obscure the Truth. Some mortals under Lanos'
guidance seek Truth through crusading, some through scholarly study and
philosophical pursuit, and others through contemplation of the workings of
the natural world.

The virtues of Honor and Wisdom among truthseekers are of the highest
importance to Him. Mortals who explore the Truths of themselves, exploring
their inner natures and following a strict moral code, are those he cherishes
most. Inner Truth may be revealed in many ways, but the manner in which one
reacts while under duress and in trying situations is the surest measure of
one's True nature. The followers of Lanos do not shirk from hard choices and
difficult tasks, for they know that by resolving these situations they will
grow more knowledgeable of themselves and of the world.

His symbol is a flaming sword cleaving a knotted rope, on a field quartered
blue and silver.


Slyphe, Goddess of the Seas
Water is changeable and adaptable, shaping itself to its container and flowing
around obstacles in its path. Yet water can erode the mightiest mountain and
reshape whole continents.

Slyphe represents both the slow change of a river cutting through a valley,
creating a canyon through the years, and the abrupt changes wrought by fierce
typhoons and pounding tsunamis. She is as changeable as the water that
represents her. She can be as moody and brooding as the darkest thunderhead,
or as bright and cheerful as a babbling brook. Slyphe promotes change and
dynamism in the mortal world, both of the physical world and of stagnant mortal
political establishments.


Khepri, Goddess of Mischief
Khepri, Goddess of Mischief is usually the center of mirth and mischief in the
lands. She loves to have fun and laugh, often at the expense of others, though
Her pranks are almost never performed with malice. She dislikes anyone who
causes Her to become sad or who ruins Her jokes. She has a habit of popping in
on anyone for a riddle or to trade stories of mischief or to just listen. As
fun and lighthearted as She is, it is always good to be wary of any acts of
kindness She offers, for an amusing trick is never far from Her mind.

The Order of Mischief comprises those who enjoy spreading humor of any type to
everyone, be it practical jokes, riddle contests or political intrigue. As
widespread mischief must be, the order itself is marginally secretive.


Rahn, Lord of Fire
Into the depths of the fire, to the colorless portion of the flame, must the
ore be thrust. For without the scalding heat, a simple metal will remain
impure. Without the impetus to better the material, sullied and imperfect
shall it remain forever.

Thus it is with the soul. Without the flame of conviction and dedication, a
mortal may never seek perfection. Only through the pains of labor and
relentless improvement may a soul obtain its purest state.

Conviction alone is not enough to reach the epitome of self. While faith is the
fundamental tool in reaching closer to perfection, ability and practice are
integral to success. One must believe, as well as learn to wield oneself as the
master smith's hammer, rendering perfection unto the world.

Perfection is not obtained without sacrifice. For in the process of forging,
metal is torn and bent and defeated as it moves to the shape of the smith's
intent. The scars and pains of improvement are carried for a lifetime, each a
lesson and an urging of the spirit to ascend towards perfection. Let it not be
said the sword chooses to forge itself; its destiny is painfully exacted by the
will of the creator.

Those who seek to smelt from their spirit the flaws and tarnishes of mortal
existence must begin to study the flame and its power. For only through
purification in fire can one shed the chains of mediocrity and imperfection.


Niuri, Goddess of Mysteries
When one travels far, relentlessly searching for answers, he inevitably
encounters the inexplicable. This glimpse of the unfathomable creates in him a
guilty awe that makes him wonder whether he was not meant to witness something
so great. This awe, the mortal reaction to the source of mystery, is the
essence of Niuri. She exists in all possibilities, in all things that have
potential, and in all individuals who may one day become great.

The pursuit of knowledge that ultimately leads to revelation is the realm of
Niuri. Scholarship is valued highly, and experimentation and philosophy are
also prized. Knowledge of all kinds should be gathered, stored, and transcribed
into all languages in order to be spread across the world by impartial scholars
who seek to enlighten others. The tomes and scrolls should be kept in expansive
libraries that honor Niuri with their vastness and beauty, and also in secret
stashes in case tragedy should befall the well-known stores of knowledge. The
journey of learning is as important as the destination of enlightenment, as
information gathered while adventuring, speaking in passing with others, and
even while in battle are all relevant. Scholars should seek out all topics that
interest them and devour all knowledge within their grasp.

Niuri's holy symbol is a white owl in flight, wings spread upward. Upon its
back is cradled an orb of swirled gold and silver, representing the sun and
moon locked in an eternal mystic dance.


Lleis, Goddess of Renewal
The rising sun shines across the bright spring morning, and the Prelude begins.
The blossoms sing a simple song of birth, life, and the growth of a new soul.
As the notes of the spring play on, a new hope is sung to the tune of renewal.

The sun at its zenith shines brightly across the summer afternoon, and the
Sonata begins. Life in all its forms grows and flourishes under the caring
light of the notes of summer, and the new hope becomes the pursuit of a growing
soul.

As the sun falls over the autumn evening, the Serenade begins. Lulling itself
into a cool sense of accomplishment and self-fulfillment, the new life begins
to shine of its own light as it leaves the safety of its source to expand
itself further. The notes of the harvest season bring new value to all that the
soul has accomplished.

The cold night of winter settles over the land, and the Crescendo begins.
Fallen from its height, the once-new life sits beneath a heavy white layer of
time, cold and left alone in the darkness of the winter's final notes. As the
soul fades away, a spark settles within it, and the new soul springs forth from
it into a Rhapsody of the seasons.

The beauty of the prelude of spring flows into the rising sonata of summer. As
the notes of summer settle again, they play into the serenade of autumn and
finally into the crescendo of winter. Through this cycle, each note reaches its
full potential and is renewed before the light of creation. The fingers of
Lleis, Goddess of Renewal dance across the strings of Her harp and the seasons
change. Life is born, grows, bears fruit, and dies again in the endless wheel
of Renewal.

Lady Lleis is the hand that turns the wheel. Hers is the song that flows
through the seasons, and its beauty and dynamism are unmatched. But with that
turning comes more than just growth, health and happiness; Hers is also a song
of loss, as without eliminating the static and unchanging past the growing and
dynamic future cannot bloom.