Adding tenets to the Gods and tweaking their descriptions
The purpose of this thread is to detail the first draft of updated descriptions for the core gods in light, balance and dark pantheons. They will then be moved to the old wiki, reviewed and finally added to the new wiki. We're looking for player feedback at this stage.

The goal with the addition of the tenets is two-fold:

1) Help the players who serve a god to better understand what the god wants (and doesn't want) from them.
2) Give the shapers an official guideline to gauge if a player working toward a champion class is doing a good job or not.

Each god will get their own tenets, which will include 5 "do's" and 5 "don'ts" in basic language. These will be a sentence or two each. Since the goal is clarity, simplicity is best. This simplicity also allows shapers some "wiggle room" in their plotlines and allows two players who serve the same god some variety in their role playing of faith. These tenets should be guideposts, not long, overly detailed and strictly regulated. We still want you to personalize your faith in-game.

As well as adding tenets, some of the gods will get updated descriptions, have their "realms of influence" tweaked and other small changes. The goal is NOT to change the gods in any significant way. Some gods might gain or lose a "realm of influence" and that might directly impact your character. We encourage you to explore your RP and accommodate that change via character development. No shaper should punish any player for tweaking their character's RP to match the new descriptions. In the same vein, the tenets might contradict how you have been playing your character in some manner. Understand that the goal of making these rewrites is standardization among the faithful and that will require some initial changes.

Lastly, you'll notice that "cultural" gods are not part of this thread. That will come later and is partially dependant on the other thread which we're soliciting feedback in and which is currently active here:

We will start with the Light gods, then Balance gods and finally the gods of Darkness.
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager
Gods of Light


Realm(s) of Influence: Light and Truth
Titles: "The Lightbringer"
Symbol: A sword + Sun


Kael is one of the major Gods of the realms, worshiped by a wide variety of cultures in different forms. Seen as the paladin, the defender, the unbreakable and the righteous, his largest group of followers reside within Tiefanue and serve him within the Church of Light. He is fair, charismatic and compassionate and a hero to many, leading by example. Kael teaches that sometimes the ends justify the means when it comes to combating the darkness and many Witch-hunters serve his cause. Perhaps more so than any other god of Light, he is the foe of Darkness.  He is usually depicted in heavy armour wearing a white tabard, or as a knight and defender of the peasantry. Headstrong and passionate at times, Kael tends to think from the heart and worry about the consequences after, a fact that sometimes puts him at odds with Roland when he crosses a line. It is believed that Kael has in his possession one of the Orbs of Power: "Grehl".

Five things a Kael Follower should do:

1.       Always guide others towards the Light.
2.       Temper justice with mercy and humility.  Forgive those who seek forgiveness.
3.       Do without so that others might thrive.
4.       Lead via consensus with respect for many voices.
5.       Turn away none who genuinely seek your aid.
Five things a Kael Follower should not do:
1.       Apply the law literally.
2.       Close their mind and heart to new ideas.
3.       Compromise with Darkness. 
4.       Use torture, pain or mind control to force people to act against their will.
5.       Submit to any authority before that of the Light.


Titles: "Mother"
Realm(s) of Influence: Harvest, Fertility, Motherhood
Symbol: A Robin

Cassandra is a popular goddess who enjoys a vast amount of followers. She is seen as the protector of mothers and children, champion of community and is given thanks during harvest. She is asked for blessings of fertility and is warmly regarded for her gentle, wise and compassionate nature. Popular with young couples, farmers, midwives and pregnant women, Cassandra is by no means a pacifist. She promotes self-sufficiency and crafts, such as herbalism, sewing, woodwork and animal care. Like an angry mother her rage is great when roused, but that is a rarity. Her faith is most strong among the peasantry of almost all kingdoms, even the Orcs and greenskins. Her one common trait in all depictions is her long, beautiful hair.

Five things a Cassandra Follower should do:

1. Give mercy and mentorship to all living things, especially the young. 
2. Provide charity in the form of healing, shelter and nourishment to all who require it.
3. Promote peace and freedom from pain and hardship.
4. Be self sufficient, learn craft skills and respect those with knowledge of them.
5. Promote love, family bonds and security. 

Five things a Cassandra Follower should not do:

1. Fail to respect tradition and your elders.
2. Be greedy, violent or jealous. 
3. Place religion, nationality or race above mercy. 
4. Allow the waste of Cassandra's gifts to occur. Every part of her gifts should be used as much as possible.
5. Be lazy.


Primary Influence: Justice, Honour

Symbol: A Shield

Roland is the Light god of honour, law, discipline, chivalry and military structure. Typically worshiped by soldiers, those that serve justice or simply those who admire honour. The Church of Roland is large and well-organized, popular within armies and court rooms. Because of his authority over law, he is also seen as a protector for the lower classes and those who cannot defend themselves. He teaches that without honour you are nothing and that full submission to the will of his divine cause is the greatest blessing. His teachings serve as much on the battlefield as in day to day life, with sacrifice and courage being stressed above all. 

Five things a Roland Follower should do:

1.       Obey and respect lawful authority’s directions and instructions.
2.       Protect the weak and innocent without regard to your own safety.
3.       Spread the word of the Light through deed and leadership.
4.       Keep your word and be bound to your oaths.
5.       Punish the unlawful and take action against evil even to your own detriment.

Five things a Roland Follower should not do:

1.       Live without honour.
2.       Act in an undisciplined manner in battle or life.
3.       Be impolite or disrespect your parents or superiors.
4.       Be motivated by base emotions such as jealousy, envy and pride.
5.       Leave a comrade behind on the field of battle.  


Realm(s) of Influence: Love, Beauty, Perfection
Symbol: A willow tree

Sabrina is the goddess of beauty - those who possess it, those who admire it and those who desire it. Although some call her vain, vanity is an ugly emotion and she will have no part of it. Sabrina has a wider range of followers than one might expect, from the pacifist priest preaching love over hate, to the rich housewife making offerings to prolong her beauty, to the poet who writes love sonnets. Sabrina is particularly popular with peasantry, farmers, and druids. She encourages her followers to strive for perfection no matter their task. A blacksmith forging armour might whisper her name, a warrior might wear her symbol as they practice day after day, an archer might use her image to clear their mind before releasing their arrow. She is also popular with lovers and those who seek love, as well as matchmakers who help the lonely find the love of their lives. 

Five things a Sabrina Follower should do:

1. Respect all you meet, no matter how quarrelsome or cruel they are.
2. Be diplomatic in all your actions, to promote understanding and harmony.
3. Strive for perfection in everything you do, no matter how small or mundane. Always be improving yourself.
4. Take pride in everything you have and are and encourage others to be proud of themselves.
5. Lead by example: take care of your appearance, how you speak and and how you behave to others.

Five things a Sabrina Follower should avoid:

1. Spread hate or disharmony: "If you have nothing good to say, don't say it."
2. Be unkept, lazy, or never "at your best". 
3. Establish judgment based on first impressions: take time to learn one's character and find a quality to cherish in them.
4. Spread rumours or sully another's reputation. 
5. Sabotage true love or destroy things of beauty. 

Gods of Balance


Titles: "The Banker"
Realm(s) of Influence: Wealth, Business
Symbol: A Gold Coin

Abacus is the god of wealth, a favorite among merchants, bankers, traders and those who seek wealth and privilege. His head church is within Duvain. It is said he enjoys manipulating financial situations to favour his followers and is given homage for those who seek financial success. Some incorrectly call Abacus the god of greed or an evil god who will ignore morality for profit, but such is not the case. Abacus encourages an "all is fair in business" attitude but is not a law breaker by any means, his followers are usually so good at what they do they are seen by common men to have powers beyond that of their rivals. Abacus teaches that the power to do good comes with wealth and how you spend it determines the morality, not the act of earning it. A successful merchant who donates his fortune to charity cannot be called an evil man.

Five things a Abacus Follower should do:

1. Amassing wealth should be the goal behind every action.
2. Treat wealth as power, which can then be used to forward your goals, whatever they might be.
3. Encourage others to understand that desiring riches is more than just “greed”. Churches, orphanages and charity require funding.
4. Invest in and and support opportunities to create new wealth, but ensure you get a cut.
5. Create goals and work toward them.

Five things an Abacus Follower should not do:

1. Believe that being poor is “humble”. The poor are powerless and very rarely have a positive influence on anyone but themselves. 
2. Waste your coin, even if you are rich. 
3. Forget your roots.
4. Fail to assess risk.
5. Live above your means.


Titles: "Lord of Trickery"
Realm(s) of Influence: Cunning, Rogues
Symbol: An Encircled Cat's Eye

One of the more popular Gods amongst the adventuring folk of the Realms, Ryiak is an enigmatic character cloaked in shadow and folklore, even more so than his fellow Gods.

As the God of Cunning and Rogues, Ryiak encourages his worshipers to perform skillful and stealthy acts of Thievery. In the eyes of Ryiak the act is often more important than the goods it yields. Stealing the ancient war totem of the high Orc shaman right out from under his nose is worthy of Ryiak’s faith, robbing a blind widow of her last silver pieces she used to buy bread is definitely not. In fact an act such as the later is quite likely to invoke Ryiak’s wrath if undertook in the guise of his will or service.

Ryiak appreciates, more than anything, a display of wits and prowess. Ryiak views the accumulation of wealth as merely an extension of seeking pleasure. Currency provides the ability to obtain exotic goods and services, and the faithful of Ryiak are expected to partake in new and un-experienced pleasures whenever possible. New foods, fine incense, exquisite clothes and new intimate partners are all sought after by his faithful as regular aspects of worship. Suffice to say that Rogues in his service make for some of the daring and devious out there, often willing to attempt heists simply for the challenge, especially if a rare or unique treasure is the result.

Five things a Ryiak should do:

1. Accept challenges, the more risky the better.
2. Conceal and protect your true identity. 
3. Weave and deceive, socially and diplomatically.
4. Think ahead as many steps as possible.
5. Practice your skills, always be prepared.

Five things a Ryiak Follower should not do:

1. Get caught red handed. 
2. Be a common thug.
3. Tie yourself down, professionally or in private life.
4. Be obvious or predicable with your plans.
5. Gloat, boast or act the fool.


Titles: "The Gatekeeper"
Realm(s) of Influence: Afterlife, Protector of the dead
Symbol: A Skeletal Hand

Although Charon is considered by some to be the God of “death”, he is not an evil god but instead represents death in a natural, transgressive sense. It is Charon that protects the spirit after final death from necromancy and harm, who guides a spirit to the nearest resurrection circle, who watches over the spirit as it exits the body. His followers do the work of Charon by tending to the recently departed, burying those whose families cannot do the manual labour, seeking out relatives for an inheritance and acting as graveyard caretakers. He is the boatman that ferries the loved one’s spirit into the afterlife. Necromancy is considered an abomination to Charon and his followers. 

Five things a Charon Follower should do:

1. Preserve the memory and legacy of those who have died.
2. Protect the spirits of the dead after they have departed and put to rest those who linger.
3. Adopt a graveyard and be it’s caretaker, ensuring that it is properly maintained and respected.
4. Provide comfort, advice and funeral service to the living after the death of a companion.
5. Directly assist those who fight against necromancy. 

Five things a Charon Follower should not do:

1. Bury a body before proper ceremony is completed. 
2. Use or promote the use of necromancy under any circumstances. 
3. Take sides in the war between light and dark, your work lies elsewhere.
4. Hurry death in any manner.
5. Discourage risk or adventure, death is not to be feared.


Titles: "The Guardian", "The All Father"
Realm(s) of Influence: Time, Wisdom
Symbol: An hourglass

Cronos is the God of Time and is its guardian. Like a druid who keeps a river from being blocked with debris, Cronos protects the flow of time itself. His followers, a rare and elusive bunch, council kings, combat those with the ability to manipulate time and tutor those seeking the nature of time itself. Part scholars, part priests and part guardians, there are few other Gods (or clerics for that matter) like Cronos. He is also the God of wisdom and many librarians, scholars and advisers serve him.

Five things a Cronos Follower should do:

1. Protect the natural flow of time, resist against those who attempt to manipulate it.
2. Compile and collect records and libraries of knowledge.
3. Share your wisdom to others so they can make more informed decisions based on truth.
4. Do not allow emotion to cloud your vision, rely instead on logic and reason.
5. Educate the young and value them above all else, for they thirst for knowledge and have a lifetime of time ahead of them.

Five things a Cronos Follower should not do:

1. Use or manipulate time for any reason but to repair it.
2. Be tardy, not schedule your days or fail to plan ahead. 
3. Be distracted by pointless pursuits or hobbies. Your time is limited, get the most out of every hour.
4. Destroy knowledge in any form.
5. Withhold your best advice due to political or personal reasons.


Titles: "The Lord of War"
Realm(s) of Influence: Military Strategy
Symbol: Crossed Swords

Daelrion is the god of military strategy and perhaps not surprisingly, is popular among professional soldiers and mercenaries. He was widely worshiped during the elvish/human wars, and continues to hold influence with most of the major elvish military organizations. He has gained respect to the Mountain Dwarves of Gerdain and churches in his name have begin to arise. He is more popular to the humans of Berphaunt than Tiefanue, mostly due to those same elvish/human wars where most of the elvish forces paid tribute to him, but that negativity has begun to wane as the memories of that war fade. Daelrion teaches warfare as an artform to be studied, practiced and honed to a master’s edge. War is a political tool and should be waged with an expert’s guidance. Supply chains, morale, tactics, artillery, small unit tactics and supporting roles are just some of the many chapters in Daelrion’s scriptures.

Five things a Daelrion Follower should always do

1. Study your opponent before you must confront them.
2. Choose the best battlefield for victory.
3. Accept the costs of victory.
4. Recognize when the battle is lost, before all is lost.
5. Obey your superiors on and off the field of battle.

Five things a Daelrion Follower should never do

1. Reveal the sum of your strengths and limitations.
2. Spread dissension among your own ranks.
3. Refuse to find a use for anyone willing to fight.
4. Accept a challenge you are unequal to.
5. Abandon a campaign.


Titles: “Keeper of Secrets”, “Master of Shadows”
Realm(s) of Influence: Secrets, Night
Symbol: A star

Dietremen is the god (goddess?) of the night and the secrets it contains. Although not an evil god, Dietremen is the fly on the wall, the wolf in the forest, the protective darkness. To Dietremen's followers, darkness is not something to be feared, it is a comforting shield which hides you from threat, into which one can vanish safely. Light and daytime is seen as an intrusive, rude, demanding power. Followers of Dietremen are those who operate with skullduggery, not just thieves and spies but also those who use the night and desire solitude.

Five things a follower of Dietremen should do: 

1. Collect secrets as a commodity to be traded or to gain leverage.
2. Recognize that secrets are the most powerful force in existence, able to topple gods and empires.
3. Embrace and use the protection of darkness.
4. Hide yourself behind many layers, figuratively and literally. Cover your tracks.
5. Speak less. Listen more.

Five things a follower of Dietremen should not do: 

1. Betray the secrets and rites of Dietremen or his followers.
2. Compromise any secret without gaining some advantage.
3. The night is sacred, do not chase it away with light.
4. Expose more than a shadow of your person, plans or motives.
5. Take anything at face value.


Realm(s) of Influence: Nature, Hunting
Symbol(s): A Hawk

A popular god among hunters, rangers and druids, Dunarthos appears as a bearded, rugged archer. Usually hooded and wearing leathers, he has a companion wolf at his side at all times. Prayers to Dunarthos can be heard as traps are set and fishing lines cast, but wardens of nature also call on his aid. Although solitary in nature, he has been known to visit the camps of Wild Elves where he shares stories and toasts the stars with a flask.

Five things a Dunarthos Follower should do:

1. Respect your prey. Take only what is needed, replace what is lost and waste nothing.
2. Protect the wildlands from those who would exploit or despoil it.
3. Understand that all life is equal and live in harmony with nature.
4. Share your knowledge with younger generations and your kin, pass on your gifts.
5. Value freedom.

Five things a Dunarthos Follower should not do:

1 Lose your connection to the wilds by dwelling too long in urban areas.
2. Hunt for sport, be cruel to your prey or assist those who do.
3. Become reliant upon others for survival.
4. Use poison or disease as a weapon or tool.
5. When both options are available, never chose the unnatural over the natural, especially in regards to magic.


Realm(s) of Influence: Celebration, Wine
Symbol: An Overflowing Goblet

A good natured and jovial patron, Festus is a popular God among Hoblings, socialites and those who simply love to party. Representing all the good (and bad) things that come of alcohol, excess and merriment, there are few taverns in any lands that don't have a small idol of Festus on display. Among the hobling he is more than just a deity, he is everyone's best friend. Generally non-violent, Festus tends to be seen as "harmless" by the other gods, who ignore him. The Hoblings of Teris almost make up for that fact, however.

Five things a Festus follower should do:

1. Joy and merriment come in many forms. Seek them all, share them all. 
2. Offer aid, support and shelter to bards, brewers, cooks and courtesans, for they have devoted themselves to the pleasure of others.
3. Ensure that you, and those around you, are always entertained and enjoying themselves.Yawns and boredom are a sign of your failure.
4. Participating in games, sports and frolics is the divine will of Festus, and it is your duty to involve those around you. 
5. Wine and strong drink bring true freedom of the mind, and you must carry ample supplies for yourself and others.

Five things a Festus follower should not do:

1. Never be narrow minded as to what makes someone happy.
2. Do not turn down a chance to celebrate, no matter the occasion.
3. Never tolerate or abide the willfully sad, miserable or self-pitying. Discontentment is a choice.
4. Don't let someone dictate what is fun, nor limit your, or others, pursuit of it. 
5. Never let death drag people to sorrow. Even the end of life is a cause for celebration.


Titles: "The Lady"
Realm(s) of Influence: Elves
Symbol: A Red Eye

Ll'yandra is the mother of all elves. Ll'yandrian doctrine teaches that all elves are her children and therefore are each others siblings. They may squabble and even fight, but they are all blood relatives, descendants of the Grey Elves. Like any good mother she is patient, realizing that some of her children will fall from the path from time to time. To force them back onto the path would just instill resentment and anger. There are many enemies of the elves and Ll'yandra teaches unity to overcome those who seek to destroy them. Above all else, she teaches her children to never study the ways of necromancy. It is a perversion of life that destroys her ultimate gift and the very core that makes elves what they are - their shards.

Five things a Ll'yandra Follower should do:

1. Give hospitality and comfort to any elf when required, including enemies. 
2. Guard and protect the grey elven forests, they are your homeland.
3. Honour  Ll'yandra as the mother of all elves, even if you serve another.
4. Consider elves of all races to be your kin.
5. Respect elves who serve gods other than  Ll'yandra, they will return home in the end.

Five things a  Ll'yandra Follower should not do:

1. Kill another elf unless they are directly and immediately threatening other elves and there are no other options.
2. Use necromancy, promote it’s use or fail to destroy it when possible.
3. Place the needs of non-elves above your kin. 
4. Do anything that would endanger their shard.
5. Be a non-elf.  Ll'yandra does not grant her patronage to the non-elvish races.

The Muse

Titles: "The Minstrel"
Realm(s) of Influence: Creativity, the Arts
Symbol: A Lute

Appearing as both male or female depending on the desires of the follower, the Muse represents creativity and the arts. The vast majority of musicians, artists, actors and anyone involved in a creative field will seek the favour of the Muse for inspiration. The Muse disfavours direct contact, instead preferring subtle hints and playful suggestion to spurn followers toward various goals - goals which typically end up for the sake of the follower and not the Muse itself.

Five things a Muse Follower should do:

1. Follow your heart, not your head. 
2. Value creativity above all things, artists above all others
3. Be creative and attempt to inspire.
4. Trust in the mystic.
5. Share your experiences.

Five things a Muse Follower should never do

1. Destroy or allow art to be destroyed.
2. Allow logic or rationale guide your actions.
3. Wake a dreamer.
4. Refuse to try new things.
5. Embellish your tales to the point of them becoming unbelievable. 


Titles: "The Magi"
Realm(s) of Influence: Magic and arcane lore
Symbol(s): A Spellbook

Salam is the god of magic in all forms, from the simple cantrip of the student to the slumbering power within an artifact and even the magic used by the Gods themselves. He is the wisdom of the master wizard and the unquenchable thirst for knowledge in the apprentice. Although Salam encourages the sharing and proliferation of magic, he simultaneously supports the hoarding of magical secrets and teaches that magical power should only be placed into the hands of those who earn it. Ambition and a lust for power are not discouraged among followers of Salam, and he will even pit them against each other to discover who is the superior magi. Competition drives advancement and research, even if the occasional fool has to die from mistakes. No field of magic is off-limits to a follower of Salam. Magic is a tool, only it’s use can be defined as evil.

Five things a Salam Follower should do : 

1. Seek magical knowledge in all it's forms.
2. Create new magic and use it whenever possible.
3. Teach the ways of magic to those that earn it.
4. Push the boundaries of magical knowledge and experimentation.
5. Never allow morality to interfere with magical progress. 

Five things a Salam Follower should not do:

1. Destroy magic for any reason. Lock it away if you must.
2. Allow mundane life to distract you from your research.
3. Cap your ambition, your ultimate goal should be replacing Salam. 
4. Fail in your magical pursuits. You should strive for perfection.
5. Disrespect your masters.


Titles: “The Mad God”
Realm(s) of Influence: Mystery, Chaos
Symbol: None known

One of the most infamous Gods to have ever existed, "X" represents chaos, random chance and mystery. Never the same twice, morality and desires changing on a whim, X's followers are obsessed with disharmony. Stagnation is disease to followers of X, who will intentionally change facets of themselves daily and will do their best to sew mystery into the lives of those they encounter. Very little is known of X, of his origins or goals. Some believe he is merely insane, others claim that if you look hard enough you can begin to see patterns in the swirling chaos of X's actions. Most of X's followers are insane or are obsessed with the need to find order in chaos, believing that X will grant them a glimpse of insight into the seemingly random events in life. Serving X is virtually impossible, no amount of effort ever guarantees reward. In fact the very act of serving X breeds routine and expectation and goes against his (her? It's?) nature.

Five things an X Follower should do:

1. Unknown.
2. Unknown.
3. Unknown.
4. Unknown.
5. Unknown.

Five things an X Follower should not do:

1. Unknown. 
2. Unknown.
3. Unknown.
4. Unknown.
5. Unknown.

Gods of Darkness


Titles: "The Bloodletter"
Realm(s) of Influence: Bloodlust, War
Symbol: Crossed War Axes

Baagh is the lord of battle and bloodshed. A favorite amoung the greenskins and dark races, prayers to Baagh are often called out upon the field of battle. Baagh revels in violence, chaos and carnage of war. There is no honour or chivalry in Baagh's camp, no quarter given or expected. Those who serve him are expected to be on the front lines, covered and blood in gore and thanking their commanders for putting them there. He is rage and fury and his followers seek to emulate him. Baagh’s followers will sometimes work with the followers of other dark gods if the possibility of violence is involved. 

It is said that Baagh possesses one of the Orbs of Power: Shimm, who controls great forces of elemental magic.

Five things a Baagh Follower should do:

1. Violence is the solution to every problem.
2. Promote conflict, even among allies.
3. Might always makes right. If I kill you, that proved me correct.
4. Place the highest value in strength and success in battle. Everything else is secondary.
5. Take what you want from whoever you want without hesitation. 

Five things a Baagh Follower should not do:

1. Show mercy, empathy or compassion. 
2. Hesitate. Follow your first instinct and act on it.
3. Allow morality or logic to cloud your judgement. 
4. Your purpose is to destroy, not create. 
5. Be unarmed, ever, for any reason.


Titles: “Master of Autumn”, “Lord of the Undead”

Primary Influence: Undeath, Dark Pantheon
Symbol: A horned skull with fangs

Malagant declares himself the king of the dark pantheon, source of all darkness and master of the undead. Perhaps one of the most powerful creatures in existence, his strength may be greater than that of all other gods and dragons. He is all that is evil in the world; anger, greed, corruption.. and he grows in power as those vices are experienced through his countless followers. Malagant commands an army of undead greater than that of any mortal army in the known world, yet conquest does not appear to be his goal. He is manipulative, ruthless and evil to the extreme. Many underestimate Malagant’s intelligence and his ability to achieve his goals by cunning alone. Although the other dark gods appear to pay (hesitant) respects to him, Malagant submits to no one. His followers are endless, many seeking quick power by serving the greatest of all the dark gods. Others serve him as an embodiment of the dark pantheon itself. None should be trusted.

Five things a Malagant Follower should do:

1. Promote the dark pantheon and the gods of darkness in all things. Convert new faithful to Malagant and spread his word.
2. Lie, cheat and betray to forward your goals. Swear false oaths, lie about who you serve, declare love or loyalty.. these are weaknesses to be manipulated. 
3. Study necromancy or serve those who do. All life must be converted to undeath.
4. Destroy the Firstborn and those that serve them, they are your greatest enemies.
5. Kill. The bones of the dead are the future soldiers in Malagant’s army.

Five things a Malagant Follower should not do:

1. Fail to submit fully to the lord of darkness in body and mind.
2. Fear death, as undeath should be the goal of all Malagant’s followers.
3. Fail to prepare for your own death - you will rise again from the grave.
4. Hesitate to sacrifice anything to achieve your goals, including friends and family. 
5. Love, trust, mercy. These emotions are weaknesses and although they may be faked, to experience them is a failure.


Titles: "The Razor"
Realm(s) of Influence: Revenge, Dark Elves
Symbol: A steel mask


Raze is the dark goddess of vengeance and the patron of the dark elven race. Originally the mortal dark elf “Alakasha”, she ascended to divinity after her own murder. It is said that her desire for revenge was greater than death itself.

Raze’s teachings are more than simply “eye for an eye”; for what is left when vengeance is achieved? Retaliation for betrayal, restoration of pride and retributive justice are common themes within her dogma. To those who have been wronged she is the instrument of their revenge, especially for the powerless. Raze’s followers are among the most devoted, for there are few desires greater than the ever-burning, all-consuming need to extract retribution. Although the patron of the dark elves, she will accept faithful of all races. Her clerics often assist those who seek revenge, and her champions are often the means to achieve it.

Five things a Raze Follower should do:

1. Embrace your rage but hone it to a fine edge - it is the razor, and it is your power.
2. Be patient, allow the dish to grow cold, then strike.
3. The ends justify the means. 
4. Use all tools at your disposal.
5. Create a mask of metal and pray to Raze through it. 

Five things a Raze Follower should not do:

1. Forgive or forget.
2. Limit or temper your actions in the pursuit of vengeance.
3. Allow justice to satisfy your need.
4. Expect retribution without sacrifice. 
5. Fail to assist others in achieving revenge unless it limits your own.


Titles: "The Winter Queen", "Mistress of Pain"
Realm(s) of Influence: Pain, Control
Symbol: A Frozen Spear

Pandora is the dark goddess of pain and teaches through it’s application. The infliction of pain is a means to enforce submission and control. The experience of pain builds resistance and empowers self-control. Her followers are equally split between those who seek pain and those who seek to inflict it. Some employ pain as a means of enlightenment, others are merciless sadists who enjoy torture, blood and the power that comes from it. Pandora is a solitary but powerful goddess, always appearing as an ice elf (who view her as their patron) and is known to have single-handedly slain more than one Firstborn. 

Five things a Pandora follower should do:

1. Learn and teach through pain whenever possible.
2. Hardship is a blessing, give up your comforts. 
3. Understand and clearly define both authority and submission.
4. Study the body and understand how it functions.
5. Find your limitations, then exceed them.

Five things a Pandora follower should not do:

1. Lack self control.
2. Define pain as only physical.
3. Grant charity or mercy.
4. Make peace with the servants of the Firstborns.
5. Quit.
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager
(04-17-2015, 11:00 PM)Arkayne Wrote: Kael
Symbol: Scales

Five things a Kael Follower should do:

1.       Always guide others towards the Light.
2.       Temper justice with mercy and humility.  Forgive those who seek forgiveness.
3.       Do without so that others might thrive.
4.       Lead via consensus with respect for many voices.
5.       Turn away none who genuinely seek your aid.
Five things a Kael Follower should not do:
1.       Apply the law literally.
2.       Close their mind and heart to new ideas.
3.       Compromise with Darkness. 
4.       Use torture, pain or mind control to force people to act against their will.
5.       Submit to any authority before that of the Light.

On a note of symbols, I don't think scales should be used as a symbol given the implication of a legal system - Kael doesn't seem to be a god which works inside the legal system, mainly (submit to light before authority). I suppose it would make sense within Tiefanue and their close relations between Gods of Light and their government, but I think there might be something better...

As for the tenets, I think some of them overlap with others in an ambiguous way.

For the purpose of clarifying, presenting problems and new views, these are not to be taken as strict predictions, but as possible complications and questions. The "to do list" will be referred to as positive, and the "do not list" will be referred to as negative - this is just to distinguish between tenets in each list.

In the instance of positive tenet 5 - one must not turn away those that would genuinely seek your aid; what if those commonly affiliated with the Darkness see your aid? Does positive tenet 5 take priority over negative tenet 3? What about with the introduction of negative tenet 2 - keep and open mind - with 3? Should one keep an open mind even when dealing with those affiliated with Darkness? If so, what if this results in a compromise with Darkness?

Next, what of positive tenet 4 - lead through consensus - typically the consensus can be considered to be with governing parties unless there is major social unrest within a community. If the power is still with the government, then to lead with consensus, one must follow laws, sometimes rather literally. There is also the question of whether you consider laws to be the product of consensus (mostly within democracies).

Then, in the instance of negative tenet 5 - do not submit to any authority before that of the light; do you mean to say that ideals of good take precedence over what may be practical good within a legal system? In the instance of Tiefanue where the state and religion are heavily merged, should one object to the state if they believe that they are following the light?
UW Chapter: Jericho
Character: Severin Forte
Previous Character: Garm (Siegfried von Wolfgang)
Name: Stephen T.
UW PC of 2 (non-consecutive) years
Seems like something that should be discussed IG as those are IG scenarios.
Christopher Robichaud AKA Weasel
- Head Ritual Marshal
I agree with the comment about the scales and I'm open to suggestions. A flame, perhaps?

In regards to the contradictions, I don't see them. For example, not turning away someone who genuinely seeks your aid doesn't contradict with compromising with darkness because darkness wouldn't genuinely seek the aid of the light. The second example with consensus; a follower of Kael isn't going to compromise with darkness so it wouldn't be part of the consensus. In your last example regarding no authority before that of light - this doesn't mean that they will only work for the Church of Light, it means they wouldn't accept authority that rejects the Light.

The tenets are vague to encourage shapers and players to fill in the details through their stories and roleplaying, so it will be possible for us to design situations that make the tenets appear contradictory on paper. I'm okay with this however, as faith should be challenging and should inspire discussion and debate in game.
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager
In terms of symbolism and imagery, I think the symbol would need to be something which is representative of a higher calling. Something which is seen as good, just and absolute. I don't have any great ideas at the moment, but... perhaps the sun, and a sword?

I imagine any deity using the sun as its symbol is simultaneously something beyond the realm of mortal - pervasive yet impossible to reach. It's also rather suiting given the necessity to associate him with "the light". I would rationalize a sword in the symbol due to it being partially representative of the methods which he might use - his impulsiveness and combat prowess fit well with this. I would choose this over something like an axe or a bow because a sword is seen as something more associated with balance. Long swords are also the most common weapons of "good" in games, myth, etc. (something like an axe would have more violent connotations I think... and a bow feels more like someone who would avoid direct conflict...)

In terms of how they fit together... depending on how you want to orient the sword, if the blade faces upwards, the sun could appear halo-esque emanating form the tip. If the blade faces downward, the sun can emanate from the point connecting the blade and the hilt. In both representations, you have the light elevated.

Concerning the tenet examples:
1) A follower of darkness would never seek help from light? Even if it's a ruse? Genuine intent and not can be something left for IG I suppose.
2) Noted.
3) Also noted.
UW Chapter: Jericho
Character: Severin Forte
Previous Character: Garm (Siegfried von Wolfgang)
Name: Stephen T.
UW PC of 2 (non-consecutive) years
I like the idea of a sword + sun, anyone else?
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager
Are we removing Justice from Kael?

Sword and Sun seems good to me.
Christopher Robichaud AKA Weasel
- Head Ritual Marshal
Yes, I'm trying to make Kael more distinct from Roland. Letter of the law vs spirit of the law.
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager
Roland added.
Edward Watt
Underworld LARP Canada - Co-Founder
Guild Jericho : General Manager

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