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PostSubject: Theology/Culture [Post Kingdoms Theology Here]   Sat Mar 26, 2011 1:03 am

Theology of the Nations of the World is specific to each and diverse as the cultures that create them. Each one plays host to a Rich mythology that can go back for millennia, explaining everything from war to farming. Use this thread to post any information about your Nation's beliefs or Culture.


Empire of Lochaber -

-Worships Graham, God of War.
-Believes in (blank) Afterlife.
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Sat Mar 26, 2011 1:44 am

(( As this is my thread, I see it would be fitting for me to make the first post.))

Religion of the Holds:

Religion and Mythology in the Holds of Karag Mor has been deeply altered and developed since it's original creation millenniums ago. Intricate, deep, and slightly convoluted, the mythos of the Holds has encompassed every walk of Dwarven Life, giving everything a place in it's existence.

Gods -

Magni - Magni the Elder God is the Fearsome yet benevolent god of the Dwarves of Karag Mor. Magni is represented by an Ancient, decrepit old dwarf in Green with lanky white hair and a single eye, his right one taken from him in battle against the ancient Frost Wyrms of Old. In the beginning it is believed that Magni forged the world from the energy of the Stars, drawing from them the resources needed to create life, just as one would use many materials to forge a fine blade. After millennium of hammering away with his Solar Hammer, Magni created the world and populated it with all forms of life. Magni created the Dwarves in his image, crafting them from the very bedrock of the world. The Dwarves were the perfect sons of Magni and so he gave his favored Children the Gift of Creation, the ability to forge and build things beyond comprehension of lesser races. Magni is considered the God of the Forge in Dwarven Culture.

Freyr - Freyr the Warrior God is the Angry avatar of Dwarven Anger and Fury. Brother to Magni and creator of the lower realms of existence, Freyr, like his other brother Sigrid, were jealous of Magni during the creation of the World. Freyr demanded that Magni allow him the right of creation as well, and so too built his master race. However, Freyr was no artisan and failed in his work. From his failure, the Orcs were created. Orcs were the ultimate example of their creator; Brutal, Violent, and Dull Witted. For his failure he was punished by Magni to hunt down and destroy all of his way ward creations. To this day Freyr bears the Horn of War, braying it constantly so that the Dwarves will always be on alert. Even for this, he holds no malice towards his brother, showing his positive trait of Honor.

Sigrid - Sigrid the Thief God is the embodiment of Dwarven Greed. During the creation of the universe, Sigrid tricked his brother Freyr into creating his own race to counter Magni's, in an attempt to gain the world for himself. When his trickery failed him, he decided to create his own race. Splitting the mighty traits held in the dwarves into multiple races, Sigrid created the Elves, Avians, Goblins, and Lizardmen. Each embodied a beneficial trait of the Dwarves, yet each had one of it's fatal flaws. For this, Sigrid was punished by Magni to forever lose his amassed hordes, placing his treasures in the earth for the races of the World to find.

Graeme - Graeme the Savior is the immortal manifestation of the Dwarven Chieftain Graeme of Old. In Dwarven Mythos, he was raised from Mortality to live amongst the Gods as their Champion for his efforts in protecting the creations of Magni. Each god has given him a gift that allows him to remain immortal and it is believed that if one were to find and collect all these fabled items, one could revive the long lost Chieftain.
- The Cuirass of Magni
- Freyr's War Spear
- Sigrid's Coin Talisman

Mythos - Realms of Existence

Upland - The Mythological Afterlife where Honorable Beings are sent to remain with their Ancestors till the return of Graeme. The realm is a higher plain of existence, a paradise of Perfection. Contrary to many beliefs, standard Dwarven Theology states that one doesn't need to be a dwarf to enter Upland, only an Honorable Being.

Midland - The title given to the realm of existence where Mortals live. Here, Mortals are given endless burdens that they must strive through in order to enter the higher plain. In Dwarven Mythology, it is believed Midland was once meant to be like Upland, but was ruined by the failures of Magni's foolish brothers.

Lowland - The Mythological Realm of Existence where beings of evil exist and congregate. It is here that Magni banished the Ancient Frost Wyrms and where they currently build their armies for the Revival of Graeme the Savior. The realm is constantly contradicting itself, depicted as a burning wasteland of fire and magma and as a frozen tundra of ice and glaciers.

Mythos - Mythical Beings

Frost Wyrms The Frost Wyrms were the first beings to exist in the Universe before the arrival of Magni and his Brothers. They were cold and spiteful, refusing to share the gift of life with the universe. In a titanic struggle, the Frost Wyrms were struck down by Magni and his Brothers in a glorious war, punished for all eternity by being locked away in Lowland. It is said the Frost Wyrms regain their strength and prepare to wage a war to retake the universe.

Yetis The Yeti is a Mythological Beast in Dwarvish Lore. In Dwarven Mythos, Yetis existed before creation, offshoots of the Frost Wyrms themselves. Inside them is the cold malice of their progenitors, focused solely on the Dwarves, blaming them for the imprisonment of their creators. Unlike Dwarves and other Mortal Races, Yetis do not fully exist on the material plane and cannot be killed, only banished.
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Thu Mar 31, 2011 12:07 pm

Shidaran Religion:

Shidarans are polytheistic, worshipping a pantheon of gods and goddesses born out of the hardships in Shidaran life. Marked with a twinge of fatalism, Shidaran religion can seem quite depressing to those outside the society.


Thir - God of Winter, Death, Darkness and Dangerous Beasts - Thir is not a nice god. He has no temples, receives no offerings, and has no followers. In Shidaran mythology Thir stands in opposition to the rest of the pantheon; while they stand together and defend civilization, he is the cruel god of the frozen lands. By all estimates he is the most powerful deity, outmatching all the others combined. Shidarans spend their entire lives at odds with Thir, surviving whatever calamities he throws at them.

Nevate - Goddess of Hearth, Home, Matronhood and Security -

Shirus - God of Fire, Life, Blood and Warfare - Shirus is the principle god of the Shidaran pantheon. His portfolio of Fire, Life and Bloodletting represents defiance and vitality in opposition to Thir's oppressive cold. Shirus' temples always carry a sacred flame, and it is said that the deity himself constantly burns with life and passion.
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Thu Mar 31, 2011 1:35 pm


The Ejrahk are a monotheistic people where religion permeates their day to day lives. It is not optional to believe, and it is not optional to follow the laws set down by their god.

Chalava- The god of Sacrifice. She is portrayed in an avatar among the Ejrahk as the mountain lion. Because oral lore is prominent among them, there is some variation on what she actually is. Some believe she was truly a mountain lion, others believe that in her time on earth she was a human so proud and fierce that nothing but the cougar could correctly portray her. It is unanimous that she is a supreme god, a jealous one. Her children are blessed, and her children are Ejrahk. Stories abound of her brief time of earth, and her time with the prophet, Ydrek. She taught him the sacred way, and charged upon him the heavy task of finding a people to be hers. She is a harsh god, and is quick to anger and punishment. Despite the fact that her people are blessed, they are sinful and demons dwell among them, sometimes even dwelling in them. Sacrifice and cleansing through pain are the only way to keep demons at bay.

Her teachings are simple in nature, but the interpretations and finer points can be complex and sometimes contradictory. She teaches honor in sacrifice, honor in combat, and to task the body into strength and discipline. Pride and ferocity are valued, while weakness and gentle tendencies are punished. Compassion and love are gray areas among the Ejrahk, for there is a fierceness in both that some feel cannot be ignored.

The distinction between blood and sacrifice among these people is a fine line. They believe that shedding blood, ritual self mutilation, beatings, and war are all things that please Chalava, but it is the shedding of blood and not the blood itself that is sacred. The sacrifice made from pain and the drip of blood is what pleases the god. As such, woman are considered sacred and superior to men in the sacrifices made by their bodies every month and during childbirth.

Spreading religion isn't a priority among the Ejrahk. They are confident in their ability to uphold Chalava's sacred words, and find that few are willing to listen or follow the strict guidelines set down. Demons have taken them, and thus must be left to wander into oblivion.

There is also a very solid distinction between murder, death in combat, ritual sacrifice, and a death punishment. To kill another while fighting them in a fair fight is honorable and glorious. To die in combat is the ultimate sacrifice, and is surely rewarded with a kind afterlife in Chalava's home. To kill another for a petty spite is abhorrent, and constitutes immediate sentencing to death. When put to death for a crime, there is no honor, and there is no sacrifice. Breaking the law will bring Chalava's wrath, and death through her wrath is hardly a death at all. The damned tend to be mutilated and burned.

Tattoos are commonplace among the Ejrahk. Most tend to scar themselves then highlight the scars, making some of the elder Ejrahk look distorted and hideous to outsiders. Another popular tendency is to tattoo pictures of past victories or tattoo war scars, making their bodies strange tapestries.

Not all among the Ejrahk are warriors. Only those who excel and graduate from Kresh are considered warriors for their people. It is not dishonorable to be a Shepard or a more mundane task, as long as it is approached with passion, zeal, and pride.

Tribal Life
A tribe among the Ejrahk is merely a self-sufficient band of individuals. It is easy to form a tribe, and it is easy for a tribe to become lost due to death, assimilation with another tribe, and other circumstances. To become a named, respected tribe from whence you can trace your bloodline is another matter entirely. It requires generations of producing powerful warriors and priests, and remaining prominent in the ever changing politics of the Ejrahk.

It is impossible to know the exact number and structure of tribes in Ejrahk. The conservative estimate is fifty, the realistic figure it probably closer to a seventy-five.

There are 5 critical tribes among the Ejrahk, and twelve major ones. Together they form the seventeen Principle tribes of Ejrahk. These are the seventeen that make decisions for the nation of Ejrahk as a whole. Combined they account for sixty percent of the population. The other minor tribes account for the other forty percent.

Critical Tribes
Walking Mountain- They are the only tribe to pierce their noses, and so are rather easy to tell from other Ejrahk. Rehal is Walking Mountain tribe.
Black Hoof- Their horses are superior. To barter for a Black Hoof stallion for your herd is expensive, but worth it. Gran, Warleader of the Ejrahk, hails from Black Hoof. It is considered a small point of contention, that a Black Hoof is considered the most powerful warrior.
Crazed Spear- The warrior tribe of the Ejrahk. They pride themselves on having the most, the fiercest, and most skilled warriors. Of all the tribes, they are one of two major ones to dye their hair in bright colors.
Dark Stag- There is little special about this tribe currently, other than the quality of their storytellers.
Ej'Ydrek- Most of Ejrahk's spiritual leaders and priests come from Ej'Ydrek. They trace their lineage directly from the prophet Ydrek himself. They generally live in and maintain Kresh.

Major Tribes
Bear Tongue
Various others

Each of the seventeen tribes of Ejrahk are distinguishable. There is little difference in facial structure or hair color of the Ejrahk. A combination of the quality and style of tattoos, hair style (and whether they dye it), along with the style and make of their clothing determine tribal descent. These combinations can be subtle and confusing even to the natives. It is virtually impossible for an outsider to be able to tell what tribe an Ejrahk might hail from, aside from the several major, flashier tribes.

(work in progress)

Last edited by Ejrahk on Sat Apr 16, 2011 11:31 am; edited 1 time in total
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Fri Apr 01, 2011 10:58 am

Religion in Mille Sessau

Van Sessau - Although those who followed her describe that she refered to herself only as Van, every since the publication of the Cordat of Sessau she has been given the moniker of Sessau as a form of cultural nationalism. She proclaimed herself the messenger of the Goddess of Sessau, who was the reason that the kingdom had flourished. Everywhere she went she preached fine cultural etiquette, respect even to enemies, and an adoration for nature. Van Sessau's own preference to cats can be seen in modern Sessauan culture, as most nobles and even the Empress keep them for cats. Van Sessau preached until her death, and she was buried right next to the Grand Palace, and over her grave site the Sacellum of Sessau was built. The Grand Priest is now considered to be the interpreter of Van's words via the Cordat of Sessau.

Van Sessau was a small, timid female who preached what is today remarked as genuine chivalry. She considered herself the embodiment of the Goddess of Sessau and warned that not following the Goddess would have dire ramifications for Sessau.

Cordat of Sessau - The holy book of Sessau, it has all the teachings of Van Sessau in it, although it was written during her lifetime, she remarked that such a book was irrelevant as her teachings would never be forgotten. The Grand Priest of Sessau has the original text locked away, but most noblemen keep a copy of the Cordat nearby at all times.
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Thu Apr 07, 2011 11:26 pm

Religion in Caexi
There is no true religion within the Confederacy of Caexi since it the elves don't believe in gods and the orcs believe more in shamanism. No the elves and orcs of Caexi believe in the strength of their backs and the contest of arms. Both races instead follow three tenants that form their daily lives even when out of combat. If one from outside the kingdom were to describe the religion of the Confederacy they would say that the elves and orcs religion is 'The Way of the Sword.'

One is to respect their opponents with a high regard or admiration. They risk their lives in the contest of skill and deserve the respect owed to them by their courage.

To overcome ones fears or face down odds that would turn weaker beings away is the true test of a warrior. This is to be not easily intimidated and without being incautious or reckless in one's trials.

The highest tenant to warriors and the people of Caexi is loyalty. To be faithful to ones house or clan and to each other while in service to the Confederacy is held above all else. It is loyalty that cause many elves and orcs to join the military to serve. It is also to protect their clan mates or house members.

Last edited by Caexi on Thu Apr 14, 2011 1:28 am; edited 1 time in total
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PostSubject: Re: Theology/Culture [Post Kingdoms Theology Here]   Fri Apr 08, 2011 10:41 am

Gods & Devil

Jetese’ujene (living in the water) – god of water, seas and swamps. He is believed to live at the bottom of Galicia Ocean. He’s very important to all Lizardmen, because of his element. Legends say that he created all life in the Great Ocean at the beginning of whole world and after lands were created he made living beings go out from his kingdom and possess continents. That’s why water in seas and oceans is salty. He doesn’t like naval battles, because they tear down his peace. Defending ships are said to have his support. Reptilians offer captured enemies as a sacrifice for him by drowning them in front of shrines.

Zot’pyjet (lord of forests) – his element is earth. Defender of Zvar’Korret and the greatest enemy of Avians. He created continents as new home for all land species and plants as food for them. He’s believed to live in a cave on one of continents, all Lizardmen hope to find him once. Feathers of birds are usually sacrificed to him, but the greatest offering are wings of Avian. He hates birds and Avians, because they despised lands that he created and started flying.

Nenete’Gjitha (mother of everyone) – goddess of fire. She is also patroness of mothers and their eggs. She protects Lizardmen’s hatchery and keeps fire away from the island.
Lizarmen like warm temperatures, but fire is evil power she took control over.

Kjo’flutur (flying one) – demon, master of air. He is believed to be the most powerful Avian.

Heaven, earth and hell

Lizardmen’s beliefs are ‘reversed’. Their hell is said to be deep under water, in Jetese’ujene’s kingdom. Good warriors and honest citizens become strange creatures from the deep after death. Enemies of the race, traitors and criminals are taken to the air considered as hell. They will be tortured by Kjo’flutur’s demons eternally.

On the earth, every living being (excluding Avians) is grandchild of gods, Lizardmen and reptiles which they evolved from. They can be more or less loyal and friendly, but still they are beloved children. That doesn’t mean Lizardmen aren’t ready to fight anyone. Avians are infernal creatures. Reptilians are scared of them and believe that the flying race can be fought only in the Zvar’Korret, holy land.


Every female Reptilian is priestess of Nenete'Gjitha. Lizardwomen's only work is laying eggs and looking after them in underground hatchery.
Lizardmen who became priests serve both Zot'pyjet and Jetese'ujene.
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