The Tetradic Church is centered on
worship of the four Elemental Gods. Each of these is understood to
have numerous aspects, but each sect usually determines one aspect of
each God on which their worship centers. Each of the four Gods is the
origin of one of the four elements that compose the multiverse. Some
heretical sects claim that each of the four Elemental Gods is an
emanation of a single Highest God they associate with the
Quintessence, or Prima Materia, but this is not accepted by the
mainstream of Tetradic theology, nor do most Tetradic clerics accept
even the existence of the Fifth Element.
Earth: In the main campaign area, Earth
is the goddess of birth and growth, known as the Cow. In her darker
aspect, she is known as the Mare, and is the bringer of death,
disease, and decay. She is addressed by appropriate titles, such as
Allmother, Earthshaker, Giver of Life, and so on in her beneficent
aspect, or such titles as Pourer of Poison, Spinster, and such in her
darker manifestations. In other parts of the world, Earth is known as
the Bear, the goddess of defending warriors, or Flint, the Lord of
Stone, among other understandings of Earth.
Air: Around the Six City-States, Air is
known as Raven, the Stormlord. He is the god of thought and speech,
poetry and music, but also the god of the raging storm, of wild
things and lycanthropes. His titles are such as Shapeshifter,
Oathbreaker, Great Skald, Wolf-father, or Winged Hunter, among
others. In other areas, he is known as Cat, and is seen as a
mercurial figure, androgynous, playful, and treacherous, or by other
names.
Fire: In the area of the main campaign,
Fire is Dragon, the god of the forge and magic, of the creative
craftsman, and especially of smiths. In his negative aspects, he is
the raging forest fire and the volcano, a force of pure destructive
rage. His titles include Maker, Steelfather, the Flaming Horse, and
Eater of All, among others.
Water: The Church in the area of the
Six City-States knows Water as the Moon, ruler of light and darkness,
bringer of the tides. Along with the Dragon, she rules magic. She is
also the mistress of healing and justice, and therefore of war
undertaken for noble causes. In her negative aspect, she is the lady
of corruption and decadence, dedicated to the destruction of man’s
highest ideals. Her titles include Herder of Unicorns, Protector,
Lady of the Waters, the White Goddess, Mother of Whales, and the Fair
One, among others. In her negative form, she is known as Mother of
Demons, Night’s Mistress, Queen of the Abyss, or Lady Death. In
other parts of the world, Water is known as the Sea Hag, the source
of life and death, origin of all things, as the Measurer, a masculine
aspect of the Moon who is the architect of the cosmos, or in other
forms.
These four Elemental Gods have no game
statistics, being beyond such matters. They also do not frequently
appear outside of dreams and visions. When they do, it is because of
major upheavals in the world. They usually interact with the world
through the agency of their messengers, the Twelve Archangels, the
Thirty-Six Seraphs, the Two Hundred and Fifty-Two Planetary Angels,
and the numerous Devas of Astral, Monadic, and Movanic form.
Each of the four Elemental Gods has
three Archangelic messengers. These are as follows. All have powerful
statistics, equivalent to Lesser Gods of the DDG book and the World
of Greyhawk. I haven’t yet worked up those stats, but it shouldn’t
be hard. Keep in mind that The Fish is a pair of fish, that Justice
is a woman holding a balance, and that all of the twelve Archangels
are derived from the twelve Zodiac constellations.
Earth: The Bull, The Maiden, and The
Sea-Goat.
Air: The Cupbearer, The Twins, and
Justice.
Fire: The Ram, The Lion, and The
Archer.
Water: The Fish, The Crab, and The
Scorpion.
Each of the Archangels commands three
Aethyrs. These have the characteristics of Solars from the MMII. Each
has a name, a title, and a typical appearance as follows.
Aethyrs of The Bull:
Orvandal, Lord of Material
Trouble. Appears as a giant wearing only a belt and carrying a bow.
Ieilael, Lord of Eventuality.
Appears as a long-haired man with ox’s hooves, a winged man, or a
gryphon, among other forms, always carrying a key in every form.
Heroch,
Lord of Success Unfulfilled. Appears as a bronze clockwork lion, a
mermaid, a swarthy man with metal and ivory teeth, or a chariot
driver with serpents for legs, among other appearances.
Aethyrs
of The Maiden:
Akiah,
Lady of Prudence. Appears as a woman bearing an armload of fruit,
grain, or breads.
Hazael,
Lord of Material Gain. Appears as a large man holding a jar of oil, a
black centaur, or a tribesman clad in skins.
Murmux,
Lord of Wealth. Appears as an old man leaning on a staff and wrapped
in a woolen mantle.
Aethyrs
of The Sea-Goat:
Vishiriyah,
Lady of Harmonious Change. Appears as a white dryad clad in blue,
red, and yellow flowers.
Yeichavah,
Lord of Effort. Appears as a gray, blind ape, or an enigmatic figure
in prismatic robes, face hidden by a peacock fan, or in many other
forms.
Mendial,
Lord of Power. Appears as a blue dolphin or merman, always with
golden yellow eyes.
Aethyrs
of The Cupbearer:
Aniel,
Lord of Defeat. Appears as a humanoid figure with head bowed, wearing
a dark red, shapeless, hooded robe. Only his hands are visible, and
he carries an empty sack.
Rehael,
Lord of Science. Appears as a milk-white pegasus, or as a proud king
with a long white beard wearing a white robe.
Hahahaal,
Lord of Unstable Effort. Appears as a large yellow swan, or as a
crowd of people all talking in chorus.
Aethyrs
of The Twins:
Umibael,
Lady of Shortened Force. Appears as a snake, a wolf with a snake’s
tail, a woman leading a roan mare and stallion, or as a man bearing a
surveyor’s rod.
Aaneval,
Lord of Despair and Cruelty. Appears as a man with the head of a
falcon or other raptor, a black dog, or as a man covered in the
scales of a fish or snake.
Menqal,
Lord of Ruin. Appears as a corpse wearing chainmail, a black horse,
or a harlequin-type clown with no arms.
Aethyrs
of Justice:
Mebahel,
Lady of Peace Restored. Appears as a woman reading a book, sometimes
carrying a bloody spear.
Hokmiah,
Lord of Sorrow. Appears as a man with a lion’s face, usually pacing
angrily and carrying a whip, but sometimes enthroned.
Kaliel,
Lord of Rest from Strife. Appears as a fat man riding a donkey and
drinking wine, a slumbering bull with the head of a man, or a
leopard.
Aethyrs
of The Ram:
Deneyal,
Lady of Dominion. Appears as a dark, imposing giantess, a queen in a
white robe, a songbird, or a cat, always with fiery red eyes in
whatever form.
Hechashiah,
Lady of Ancient Strength. Appears as a woman in red and white robes
with one leg uncovered, or as a red and white sea serpent.
Nithael,
Lord of Perfected Work. Appears as a pale, redheaded man in a
reddish-purple gown carrying a wooden staff, or as a winged man with
a mirrored sword and helmet. Usually appears wearing a golden
bracelet.
Aethyrs
of The Lion:
Yelayel,
Lord of Strife. Appears as a man riding a lion wearing noble,
fashionable clothing, or a man riding a gray horse and clad in rags.
Elemiah,
Lord of Victory. Appears as a stranger in a blue cloak wearing a
slouch cap, a bearded knight of cruel countenance in heraldry that
cannot be remembered, or in many other forms. In no form can his eyes
be seen clearly.
Mahashiah,
Lord of Valor. Appears as a muscular warrior with dark feathers for
hair holding a stabbing spear and a shield depicting a rattlesnake, a
knight in armor, or a watchman bearing a whip.
Aethyrs
of The Archer:
Nithaya,
Lady of Swiftness. Appears as a blurry image of wings, a winged dog,
or a human figure with past, present, and future images superimposed.
Yirthiel,
Lord of Great Strength. Appears as a golden man, or a three-headed
dragon. Sometimes leads yellow-orange or red cattle.
Amael,
Lady of Oppression. Appears as a woman in indigo robes seated on
rocks. She is either seen weeping or with her foot on the neck of a
man and her hand wrapped in his hair.
Aethyrs
of The Fish:
Vevaliah,
Lady of Abandoned Success. Appears as an attractive red-headed woman
with her hair tied up in a black velvet band, a collie, a raven, or a
large orange carp.
Shaliah,
Lady of Material Happiness. Appears as, usually, a young noblewoman
with widely varied clothing and accessories, frequently with a
caduceus.
Mihal,
Lord of Perfected Success. Appears only in human form, sometimes as
two humans (a man and a maiden), other times as a crowned king of
perfect form.
Aethyrs
of The Crab:
Chabuiyah,
Lady of Love. Appears as a white centaur garlanded with leaves, or
occasionally as a maidenly Muse wearing a crown.
Rohael,
Lord of Abundance. Appears as a great bear, or occasionally as a
composite beast such as a chimera or gryphon. When he appears as a
human, usually as a camel-driver or a beautiful woman wearing green,
he usually has a blue head.
Muumiah,
Lord of Blended Pleasure. Appears as a sailor with a green and a blue
dog, occasionally carrying a serpent or a stream of water in one
hand. Less often, he appears as a marine creature.
Aethyrs
of The Scorpion:
Livoyah,
Lady of Loss. Appears as a middle-aged woman in red, a fire-sprite,
or a horsewoman riding a red horse.
Nelokiel,
Lord of Pleasure. Appears as a well-formed man riding a richly
appointed camel, or in a luxurious tent.
Naber,
Lord of Illusionary Success. Appears as a blonde woman in red, a
kneeling man wearing a fur robe, a carrion crow, a black crane, or a
red-eyed gryphon, among other forms.
Each
of the thirty-six Aethyrs commands seven Planetary Angels, which have
statistics equivalent to Planetars from the MMII. They each have a
name, but I haven’t worked those out yet. Each corresponds to one
of the planetary spheres (Saturn, Jupiter, Mars, Venus, Mercury, The
Sun, and The Moon) as seen through the lens of the Decanic energy of
the Aethyr that commands them. For more on Decanic energies, get
GURPS Thaumatology or
GURPS Cabal. A good
translation of the Picatrix
or another book of occult sciences that discusses that (fairly
obscure) matter of astral magic might also be helpful, but these have
some disagreement on the specific nature of each of the Decans. The
GURPS books have the
advantage in that they are both standardized and are the source of
these specific Aethyrs. Kenneth Hite developed them from Bill
Whitcomb’s The Magician’s Companion,
for the most part, so that could also be a good choice. In time, I
plan to provide specific additional powers to the Aethyrs and
Planetary Angels, based on the Decanic and Planetary energies they
represent. I’ll probably just divide the Planetary Angels into
their seven categories, rather than giving each one specific powers
related to their commanding Decan.
Beneath
the Planetary Angels are numerous Astral, Monadic, and Movanic Devas.
These are the most frequently encountered spirits of the Tetradic
Church.
The
Tetradic Church sees all other alleged gods as demonic forces, not to
be trusted. Since some of these other cults do, in fact, worship
entities known as “demons” or “devils” in the MM, FF, and
MMII, this is not an entirely undeserved reaction. However, many of
the other gods are taken from the DDG, as well, so it’s all a
matter of perspective. The point is that the Tetradic clerics oppose
all other religions, unless they can be convinced that the objects of
worship are “really” aspects of the four Elemental Gods. The
matter is somewhat complicated by the existence of the Fatalist
Church, who worship an exclusive goddess known as the Lady of Fate,
so other monotheist churches do exist in the Terra Ultima setting.
They are only just coming into contact, however, and the conflict
that is inevitable between them is still at an early stage.
All
clerics in the Terra Ultima setting are members of monotheist (or
otherwise exclusive, such as the Tetradic) churches. Tetradic clerics
are forbidden by custom from shedding blood, and so are required to
use only the weapons allowed in the AD&D rules for clerics (the
fact that such weapons do frequently shed blood from their victims is
overlooked in ecclesiastical law). In extremis, they may use other
weapons, but may never have proficiency in them, and so must suffer
the non-proficiency penalty associated with that class when using
such weapons (though it is a fact that some clerics also have a
second class, and in such cases appropriate weapons may have been
learned through the other class; in such cases, however, it is still
expected that an active cleric will use only those weapons associated
with his clerical profession). If a cleric is found using a
non-clerical weapon, he faces ecclesiastical court charges of
Shedding Blood. If he is not able to justify his actions, he may
suffer penalties ranging from penitential pilgrimages and quests to
enforced monasticism for a period of years. Repeated offenses, or
even repeated accusations, are grounds for increased penalties. The
Elemental
Gods themselves do not enforce this custom, however.
The
priests of polytheist gods, demons, and devils are druids. There is
no Grand Druid (and therefore no Hierophant Druids), as each druidic
hierarchy is fully independent and based in a specific region. The
gods of one region are not the gods of another, though there is
occasional overlap, especially between the demonic druids, the
diabolic druids, and the druids of the local pantheons. Demonic and
diabolic druids have more wide-ranging cults, but even they are
divided by region, with a Great Druid for each general area of the
world answering only to their demonic or diabolical patrons. In any
case, they are frequently quite secretive. Meanwhile, each region
boasts an independent druidic pantheon, based on historical ones,
such as the Celtic, Norse, Finnish, Egyptian, and so on. Depending on
the strength of the local exclusivist religions, they might be open
or secretive. In the areas where one pantheon borders another, there
is sometimes seen some overlap, such as the Celtic druids on the
borderlands also giving place to the Norse Odin (perhaps replacing
Lugh) or such. All that said, though, the druids do not need to
declare a specific god as “patron”, nor do the gods give special
powers to their worshipers beyond those of the druid class (though
the gods can be met in person, with the exact characteristics given
in the DDG or other source, and may give individual boons or curses
based on those meetings). Druids may only rise in the specific
hierarchy of their region. If a druid of Druid or higher level joins
another hierarchy, they will immediately fall to the highest level at
which there are unlimited druids (Initiate of the Ninth Circle), just
as if they had failed to rise to Druid level, losing experience
points in the same fashion as well. They may then attempt to rise in
the new hierarchy as normal. Druidic weapon limits are only on what
weapons the druid may learn while rising in level as a druid. There
are no penalties for using other weapons other than non-proficiency
penalties.
Monks
and Illusionists are adherents of the Denialist religion, which
claims that all things perceptible are actually illusions. By denying
the existence of things, they are able to overcome them and perform
amazing feats of prowess or mold the shadow-stuff of perceptible
reality to their whim. They are an atheistic religion, claiming that
the gods, even the Elemental Gods and the Fatalist Goddess,
themselves are merely illusions, and that there is a higher
perception available to the dedicated. Popular Denialist religion is
very personal, with lay adherents calling on Sanctified Monks or
Illusionists who have, it is said, chosen to return to the realm of
illusions as Saints to help others escape to the highest realms. To
conceptualize it, think of something like Buddhism and Gnosticism.
The Saints are many, the specific mix being appropriate to the
region. Some Saints seem to have originally been polytheist gods or
goddesses, who successfully Denied the illusory world and Sanctified
themselves. The sect teaches that even the self is an illusion, that
all things that can be conceived are illusions, and that the greatest
mystery is to comprehend the incomprehensible.
The
Fatalist Church, referenced several times above, is dedicated to the
worship of Our Lady of Fate, who is depicted as a woman, of varying
age, carrying a spindle from which she draws the thread of Life,
weaving it into the fabric of Existence. Fatalists declare all other
religions to be heretical demon-worship, even the Tetradic Church.
They have a very strict code of conduct, designed to ensure that each
person fits precisely within their fated path in life. Particular
laws apply to different social castes, the professions within those
castes, and the sexes in different ways. Those whose lot in life is
to serve the community as leaders are given much, and much is
expected from them. Those lower in the social hierarchy are given
more freedom of action, at least nominally, but suffer in grinding
poverty and must obey the commands of their social superiors. Death
and mutilation are frequent punishments for straying from the code of
laws given by Our Lady of Fate.
As an
example, those of the lowest caste have no laws concerning adultery.
They may, at least in theory, have sex with whomever will have them.
In practice, however, they are usually told whom to marry by those
whose stations gives them command of such serfs, and if they do not
then produce children with their assigned mate they are subject to
being beaten by their lords. If they are caught engaging with the
spouse of another, the lord is within their rights to, for instance,
neuter them or even kill them (though they are not required to do so
by any means; it is just that they are allowed
to inflict such penalties). In fact, a serf’s lord is permitted to
inflict such penalties at whim, for any reason or none at all. Serfs
are the property of their lord, to be disposed at the lord’s
pleasure. Lords, on the other hand, have very strict laws against
adultery. If caught, neutering is the minimum penalty allowed. Such
higher justice is administered by the Priests, who are themselves
subject to the King (or Queen). The King is sovereign, and answers
only to the Primate and Our Lady of Fate Herself. The Primate holds
his or her office at the whim of the Council of Cardinals, composed
of representatives from each Diocese. The Dioceses are
religious/political units that act as microcosms of the Kingdom, each
having a high Priest (known as the Bishop) and a Baron whose
relationship with each other is similar to that of the Primate and
the King. Bishops and Barons are hereditary offices. The succession
of a new King is at the vote of the Barons, while the Cardinals are
assigned by the Bishops. If a Baron dies without an heir, the new
Baron will be assigned by the King. If a Bishop dies with no heir,
the Primate will assign a new one to the Diocese.
(Credit: most of the descriptions of the Aethyrs are slightly reworded from the versions given by Kenneth Hite, originally in GURPS Cabal, and later in GURPS Thaumatology. I highly recommend those for anyone interested in a gaming magic system that draws on real-world occultism, or who wants a system that has depth for background "fluff" [as an aside: I dislike that term for the important elements of a game and setting that are not mechanical in nature, but it seems to be the term that most people will understand]. Though they give GURPS rules mechanics when they give mechanics at all, the principles are general enough to apply them to most other mechanical systems.)
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