[center][h1]Religious Lore[/h1][/center][hr][hider=The Five Gods] [h1]The Pentad of the Quentic Faith[/h1][h3]Ipte. Shune. Oraff. Eshiran. Dami.[/h3] Lover, Learner, Creator, Destroyer, Judge: All magics and all of creation pay homage to The Pentad who brought them into being. Their existence is beyond human understanding, their ways both arcane and divine, and their gifts the foundations of life itself. May their will be done now and forever. [hr][h3]Ipte: The Lover[/h3] Ipte is known as The Lover and occupies the first position in the sign of the Pentad. One places their right hand beneath their left shoulder when making the sign. Like their four fellow Gods, Ipte possesses a female aspect - Ahn-Ipte, the Queen of Beauty - and a male aspect - Ipte-Zept, the Lord of Love. The two aspects' legendary artifacts are the Rose and the Lyre, respectively, and the deity is associated with the element of Air, the Magnetic school of magic, and the year's first season of Hundri, in the depths of winter. The blessing of Ipte, oft delivered by Hundrian monks and nuns, is "Ipte enchant you." [hr][h3]Shune: The Learner[/h3] Shune is known as The Learner and occupies the second position in the sign of the Pentad. One places their left hand beneath their right shoulder when making the sign. Like their four fellow Gods, Shune possesses a female aspect - Ahn-Shune, the Keeper of Knowledge - and a male aspect - Shune-Zept, the Seeker of Knowledge. The two aspects' legendary artifacts are the Record Book and the Lantern, respectively, and the deity is associated with the element of Lightning, the Arcane school of magic, and the year's second season of Stresia, when the spring bloom begins. The blessing of Shune, oft delivered by Stresian monks and nuns, is "Shune enlighten you." [hr][h3]Oraff: The Creator[/h3] Oraff is known as The Creator and occupies the third position in the sign of the Pentad. One places their left hand upon their right hip when making the sign. Like their four fellow Gods, Oraff possesses a female aspect - Ahn-Oraff, the Giver of Life - and a male aspect - Oraff-Zept, the Preserver of Life. The two aspects' legendary artifacts are the Tree of Life and the Ambrosia, respectively, and the deity is associated with the element of Water, the Binding school of magic, and the year's third season of Dorrad, in the hottest months. The blessing of Oraff, oft delivered by Dordian monks and nuns, is "Oraff keep you." [hr][h3]Eshiran: The Destroyer[/h3] Eshiran is known as The Destroyer and occupies the fourth position in the sign of the Pentad. One places their right hand upon their left hip when making the sign. Like their four fellow Gods, Eshiran possesses a female aspect - Ahn-Eshiran, the Hand of Death - and a male aspect - Eshiran-Zept, the Bringer of War. The two aspects' legendary artifacts are the Skull and the Sword, respectively, and the deity is associated with the element of Fire, the Chemical school of magic, and the year's fourth season of Rezain, when the harvest takes place. The blessing of Eshiran, oft delivered by Rezaindian monks and nuns, is "Eshiran spare you" or, in some cases, "Eshiran empower you." [hr][h3]Dami: The Judge[/h3] Dami is known as The Judge and occupies the fifth and final position in the sign of the Pentad. One retracts their hands from the hips and presses their palms together in a sign of reverence below their chest. Like their four fellow Gods, Dami possesses a female aspect - Ahn-Dami, the Giver of Choice - and a male aspect - Dami-Zept, the Arbiter of Justice. The two aspects' legendary artifacts are the Scale and the Hammer, respectively, and the deity is associated with the element of Earth, the Kinetic school of magic, and the year's fifth and final season of Somnes, when the harvest is over and cold rains coat the land. The blessing of Dami, oft delivered by Somnian monks and nuns, is "Dami guide you."[/hider] [hider=Monastic Orders][center][h2]Five Gods, Five Orders[/h2][/center]The Quentic Faith organizes its religious orders into one for each deity in the Pentad, plus a sixth, for the Lady of Fortune, Reshta. The Five main orders take variations on the names of their associated seasons. Monks and nuns of a given order are responsible to all five divine members of the Pentad, but especially to the particular deity that they serve. Each order also contains suborders, with their own original vestments, purposes, and structure of governance. Every monastery of monks or convent of nuns is headed by an abbot or abbess, respectively. These are almost always members of the nobility, while other members may be of any social class.[center][h3]The Hundrian Order[/h3][/center]Deity Served: Ipte Associated Season: Hundri Blessing: “Ipte enchant you” Overview: Dedicating their lives to the god of love and beauty, hundrians focus on feeling over thinking, being sincere and heartfelt, and bringing joy to those around them. While some more conservative forces view this group with skepticism or even suspicion, and there are those who think the Vermillion and Turquoise Orders in particular little more than casanovas, temptresses, and immoral types, these are great generators of revenue for the order and the church in general. Percentage of Monastics: 16% Suborders: [list][*]Gold Order Hundrians: Counselors and advisors who facilitate family relationships - 50% nuns, 50% monks - 14% of the order [*]Green Order Hundrians: Gardeners and animal husbandry who cultivate beauty in nature - 40% nuns, 60% monks - 19% of the order [*]Vermilion Order Hundrians: Courtesans and escorts dedicated to the arts of sexual love - 70% nuns, 30% monks - 28% of the order [*]Orange Order Hundrians – Counselors and therapists committed to facilitating marriages - 60% nuns, 40% monks - 12% of the order [*]Turquoise Order Hundrians – Performers, muses, and models who showcase human beauty - 40% nuns, 60% monks - 27% of the order[/list][hr][center][h3]The Stresian Order[/h3][/center]Deity Served: Shune Associated Season: Stresia Blessing: “Shune enlighten you” or "Shune's Light" Overview: Dedicating their lives to the keeping and pursuit of knowledge and learning, Stresians focus on thinking before feeling, being rational, thorough, and critical, and bringing wisdom and solutions to those around them. While some suborders are viewed as boring, and others as potentially subversive, particularly after their role in the Joruban Revolution, this is generally considered the highest status of the five main orders and a disproportionate number of its members are noble or at least capable of using The Gift. Percentage of Monastics: 18% Suborders: [list][*]Stresian Scribes: responsible for the transcription of books and recordkeeping - 60% nuns, 40% monks - 21% of the order [*]Stresian Sages: live in remote areas engaged in the study of time, space, and magic - 50% nuns, 50% monks - 3% of the order [*]Stresian Philosophers: scientists, thinkers, and inventors engaged in the natural sciences - 30% nuns, 70% monks - 23% of the order [*]Stresian Scholars: teachers, instructors, and researchers - 50% nuns, 50% monks - 25% of the order [*]Stresian Thaumaturges: scholars and practitioners of magic, particularly holy magic - 60% nuns, 40% monks - 28% of the order[/list][hr][center][h3]The Dordian Order[/h3][/center]Deity Served: Oraff Associated Season: Dorrad Blessing: “Oraff keep you” Overview: Dedicating their lives to the creation and preservation of life, Dordians focus on growing, fostering, and augmenting that around them, providing love, nourishment, support, and protection to their fellow believers and all of creation. While some suborders are viewed as passive and 'feminine', and others as potentially warmongering, particularly the Unconquered Sun, this is generally considered the holiest of the five main orders and a disproportionate number of its members go on to sainthood or are considered Pentangels after death. Percentage of Monastics: 17% Suborders: [list][*]Sisters of the Sunrise: dedicated to assisting with childbirth and infant care - 100% nuns - 19% of the order [*]Sisters of the Sunset: doctors, healers, and carers for the elderly - 100% nuns - 10% of the order [*]Brothers of the Sunset: doctors, healers, and carers for the elderly - 100% monks - 13% of the order [*]Brothers of the Unconquered Sun: protectors, paladins, and magical healers - 100% monks - 22% of the order [*]Sisters of the Unconquered Sun: magical healers, menders, and protectors - 100% nuns - 15% of the order [*]Children of the Nourishing Sun: dedicated to the preservation and protection of nature - 50% nuns, 50% monks - 21% of the order[/list][hr][center][h3]The Rezaindian Order[/h3][/center]Deity Served: Eshiran Associated Season: Rezain Blessing: “Eshiran empower/spare you” Overview: Dedicating their lives to the necessity of death, destruction, and commemoration as part of the natural cycle, Rezaindians focus on caring for, euthanizing, mourning and commemorating the dying, maintenance of graveyards and monuments, and the waging of war against heathens and evildoers. While some suborders are viewed as cruel, vicious, and warlike, and others as grim and depressing, this is generally considered the order with the greatest opportunity for advancement and travel. Many of its members are to be found in the annals of heroes and legends. Percentage of Monastics: 22% Suborders: [list][*]White Rezaindians: care for the dying, easing their passage to the afterlife - 80% nuns, 20% monks - 12% of the order [*]Grey Rezaindians: burial of the dead, mourning, and commemoration - 70% nuns, 30% monks - 10% of the order [*]Black Rezaindians: assassins in service of the Death God - 20% nuns, 80% monks - 8% of the order [*]Brown Rezaindians: maintenance of graveyards and monuments - 40% nuns, 60% monks - 9% of the order [*]Red Rezaindians: warrior monks who spread and protect the faith - 10% nuns, 90% monks - 38% of the order [*]Blue Rezaindians: disposal and destruction of unwanted things - 40% nuns, 60% monks - 23% of the order[/list][hr][center][h3]The Somnian Order[/h3][/center]Deity Served: Dami Associated Season: Somnes Blessing: “Dami guide you” Overview: Dedicating their lives to the pursuit and arbitration of justice, choice, and free will, Somnians focus on understanding, ordering, and judging, providing support, advice, encouragement, and justice to those who exercise their free will. While some suborders are viewed as being in tension with each other, and some clandestine and unsavoury, Somnnians believe strongly in the imporotance of choice and informed decisions if there is to be true justice in the world. This order is known, in particular, for having the ear of the powerful. Percentage of Monastics: 17% Suborders: [list][*]High Somnians: judges, lawyers, and justices of the peace - 30% nuns, 70% monks - 24% of the order [*]Old Somnians: advocates - keepers and enforcers of tradition and morality - 50% nuns, 50% monks - 17% of the order [*]New Somnians: advocates - challengers of traditional morality, guarantors of free choice - 50% nuns, 50% monks - 17% of the order [*]Grand Somnians: advisors to royalty and high nobility, lawmakers - 30% nuns, 70% monks - 7% of the order [*]Light Somnians: protectors of due process, fairness, and legal transparency - 60% nuns, 40% monks - 25% of the order [*]Dark Somnians: dispensers of vigilante justice, clandestine challengers of injustice - 20% nuns, 80% monks - 10% of the order[/list][hr][center][h2]Other Orders and Faiths[/h2][/center] While Quentism and the Angic Way are well known for their monastic orders, The Path of the yasoi allows only for its itinerant variety, and Darhanna forbids it in the strictest sense. Instead, it allows for 'Schools' of belief that act to maintain religious doctrine and apply its principles. [center][h3]The Lindrian Order[/h3][/center]Deity Served: Reshta Associated Season: none Blessing: “Reshta favour you” Overview: Dedicating their lives to probability, luck, and fair chance, Lindrians focus on granting, predicting, and managing fortune, acting as guarantors, providers, and recipients of chance, charity, the necessity of randomness and unpredictability for those around them. Some suborders are viewed as unsavoury, and others as potentially extraneous, and many question the legitimacy of the order in general. Yet, as a home for second-chancers and divergent thinkers, the Lindrian order has produced a surprising number of success stories. Percentage of Monastics: 10% Suborders: [list][*]Beggar Priests and Priestesses: believed to take misfortune upon themselves to spare others from it. Good omens. - 60% nuns, 40% monks - 19% of the order [*]Dread Priests and Priestesses: masters of curses, hexes, voodoo. Bring misfortune and suffering upon those deserving. - 50% nuns, 50% monks - 9% of the order [*]Flourishing Priests and Priestesses: run state and church lotteries and dispense charity from anonymous donors. - 40% nuns, 60% monks - 17% of the order [*]Wagering Priests and Priestesses: inspect, maintain, and run gambling and betting operations to ensure fairness. - 30% nuns, 70% monks - 33% of the order [*]Random Priests and Priestesses: jokers, creatives, 'madmen', and eccentrics who specialize in divergent thinking. - 40% nuns, 60% monks - 9% of the order [*]Balancing Priestesses: one-legged nuns who act as recorders and extrapolators of patterns and probability. Mostly noble exiles. - 100% nuns - 9% of the order[/list][hr][center][h3]The Chamarine School[/h3][/center]Deity Served: Vashdal Associated Season: none Blessing: “Vashdal witness you” or "dream well" Suborders: [list][*]Black Chamarines: guardians of time, the timeline, and continuity - 7% of the school [*]Grey Chamarines: protectors and guarantors of religious purity, ritual, and belief - 26% of the school [*]White Chamarines: keepers of history and historical narrative, learned storytellers - 21% of the school [*]Warm Chamarines: spiritual mediums, seers, augurs, astrologers, and fortunetellers who advise on the future - 17% of the school [*]Cool Chamarines: mathematicians, psychologists, natural scientists, and modelers who advise on the future - 29% of the school[/list][/hider] [hider=The Menana][h2][u]Scripture of the Quentic Faith[/u]_________ __ __ _ _[/h2] Known by many names in many languages, but in Avincian as the Menana, this holy book proclaims the word of the Pentad as spoken through the saints and prophets. The early chapters share many of the same stories and conceits as the Orpash, holy book of The Path, but adapt these to be more favourable towards humans and less towards yasoi. Later chapters focus on the wisdom of the Gods and the acts of people. It is divided into three sections, known as testaments: [sub][h3][u]The First Testament[/u][/h3][/sub] This is the opening portion of the Menana and includes the story of how the world was formed, how the first people came to be, and how the light of the Pentad was brought to them. It includes three 'books': 1) [u][b]Foundations[/b][/u] describes how the five gods of the Pentad conceived of the world and empowered Oraff to bring it into being. 2) [u][b]Origin[/b][/u] imparts the story of the first yasoi and the harmony of the beginning times. It details their exile from the Field of Plenty for their greed and ends with the bet between Oraff-Zept and Ahn-Eshiran that these foolish people would not know the Pentad. 3) [u][b]Rebirth[/b][/u] tells the story of how humans came to be and how the light of the Pentad was made known to the world. Dami judged the yasoi wanting, so their civilization was destroyed and they were cast into the mountainous wilderness by Eshiran. Yet, some were judged better than others and Shune then provided Oraff with guidance in how to remake them into the first humans. 4) [u][b]Darkness[/b][/u] is the story of the time before humans discovered the light of the Pentad. Unlike with the yasoi, who grew greedy and complacent, the gods decided not to simply give humans that knowledge but, instead allow them to discover it. 5) [u][b]Light[/b][/u] details how the true knowledge of the Pentad was brought to the yasoi under King Namyel. He and his followers were struggling in their homeland and Shune told him how he might prosper if he were to go to the human lands and minister to them. Thus, humans were enlightened to the existence of the Pentad. [sub][h3][u]The Testament of Acts[/u][/h3][/sub] The second testament of the Menana covers the acts of prophets, saints, and other great actors in the history of the faith and of Quentic peoples. It is subdivided into two sections: Before the Clash and After the Clash, referring to the conflict between Macianus III of Avince and Fradje Ironshaper of the Eskandr. [sub][h3][u]The Testament of Wisdom[/u][/h3][/sub] The third and final testament of the Menana covers the wisdom of the Gods and how one might best follow them and their ways in the respective pursuits and facets of life that they govern. In the name of the Lover, the Learner, the Creator, the Destroyer, and the Judge: Amen.[/hider] [hider=Structure of the Quentic Church][h2]Structure of the Quentic Church[/h2] [b] Optimates:[/b] The heads of the church, both have traditionally resided in Avince. However, starting two-hundred fifty years ago, they began to reside, one each, in Verrano (Revidia) and Varennes (Perrence). The Optimate of Ahn, who is always female, and the Optimate of Zept, who is always male, alternate between the two cities every five-year cycle. The former is considered to be in ascendance whenever the year cycle is in Ahn, and the latter whenever the year cycle is in Zept. They are the highest authority in the church and all decisions of truly great import require them to agree. [b]Cardinals:[/b] There are two fundamental designations of cardinals: Regnant and Supplicant. Twenty-five of the former exist in Quentendom at any given time and are considered 'Princes' and 'Princesses' of the church. Each presides over a particular nation or region and, in lieu of Optimal authority, act as supreme executors of the church. Then ten supplicants reside in the Holy Sees of Verrano and Varennes two are dedicated to each member of the Pentad. Those in Verrano are responsible for managing the five great holy orders, while those in Varennes see to church doctrine and theological matters. [b]Archbishops:[/b] Acting as a halfway point between cardinals and bishops, and answering to the former where practical, the fifty archbishops of the faith reside in sizable cities, presiding over regions within a larger country distant from the cardinal's seat, smaller countries, or essentially acting as cardinals on the frontiers of the faith. [b]Bishops:[/b] The 'counts of the church', bishops act as the lowest level of governing authority considered equal to that of the nobility. Residing in cities and large towns, they act as arbiters on local matters and pass those of higher import up to cardinals. Abbots are considered bishops. [b]Priests:[/b] Residing in local parishes, these widespread non-noble preachers are the backbone of the Quentic Faith.[/hider] [hider=The Afterlife in Quentism and Darhanna][center][h2][u]The Afterlife in Quentism and Darhanna[/u][/h2][/center]There are five heavens and five hells, each associated with the God that you most emulated or affronted in life. You are placed in the appropriate one upon reaching the afterlife. However, if one is also virtuous enough in the eyes of the other gods, she or he may move between the heavens. Hells are a bit different. One might affront Ipte by being cruel and heartless, by destroying beauty, and causing hatred instead of love. An affront to Shune would be purposeful ignorance, failure to learn from mistakes, and spreading misinformation. Oraff would be offended by one who causes needless, gratuitous death and damage and who is cruel to or harms children and elders. The wroth of Eshiran is reserved for cowards, cheaters, those who try to preserve what should be let go, and those who dishonour the dead. Dami's vengeance is cast upon tyrants, oppressors, and people who take away the choice of others. Those who dispense injustice instead of justice and, conversely, those who consistently refuse to make decisions and take action when they could. On balance, one must have done more good than ill in the eyes of a god to avoid condemnation to that god's hell. Overall, one must be judged worthy by at least three to be assigned a heaven instead of a hell. If one loses out 3-2, a good enough showing in hell may allow one to eventually rise to heaven. If it is 4-1, a person may earn an eventual end to their suffering. If one has done ill by all five gods, she or he is irredeemable and damned to an eternity of agony and suffering. The Ten Grand Demons preside over the Five Hells, and each represents a vice or sin. After the gods themselves, these and the Ten Archangels, who live in the heavens and represent virtues, are the universe's most powerful beings. All were said to have once been human. Indeed, a wicked or good enough human can replace them. Finally, comes Reshta, Lady of Fortune, who is neither angel nor demon and yet both. In Darhannic cultures, the afterlife is superficially similar, with five heavens and five hells. However, these are viewed as 'dreams' or 'nightmares' instead, from which one's soul will eventually awaken to live eternally in either paradise and plenty or terror and deprivation. They believe that these somnambulant states of the soul are journeys that will lead to the truth of one's being and that they may allow one to move between heavens and hells. A person who has lived poorly will not be condemned upon death, but many will often remark that she or he had best 'dream productively'. The sixth and head deity, Vashdal - the Sleeping God who sees all - takes an active role in the placement of souls in these dreams or nightmares, and some people must walk through many, judged in each by their associated deity. Finally, Reshta, the mortal daughter of Vashdal, will enter these dreams in the end times to render verdict upon the soul. [/hider] [hider=Angels and Demons][center][h2][u]Angels and Demons[/u][/h2][/center] When a soul reaches a heaven or hell, it is judged on its mortal deeds. Those judged especially virtuous or vile will be raised or lowered to become angels or demons, respectively. Overseeing these are Pentangels and Vendemons, carved from the essences of the most extreme souls. Finally, at the top exist the ten Archangels and Grand Demons, and it is held that these, too, are descended from the very greatest and worst of mortals. Each represents a particular one of the Ten Great Virtues or Ten Great Vices. Practically speaking, these figures are named by the Optimate in Verrano and there are often significant political implications. Whenever one is replaced, it is often an occasion for great celebration and rancor. Some regional churches, such as those in Eskand and Torragon, refuse to acknowledge certain choices and this has nearly led to formal schisms in the faith. Thus, the Cardinals of these regional archdioceses are given 'Freedom of Culture' to name their own Archangels and Grand Demons if hey see fit, the former often chosen from among a nation's saints and the latter from among its most infamous foes and monsters. Below is a list based on standard church doctrine. [u][b]The Ten Vices and Associated Grand Demons:[/b][/u] Greed: Zagnath (Fradje Ironshaper) Arrogance: Belthagor (Balthazar of Zamast) Cruelty: Hetraxa (Alizee Arslan) Indolence: Kormrigas (Crevarius II) Envy: Yazan (Wulfric of Kressia) Treachery: Iptacht (Marles of Solenne) Tyranny: Yabuchadzan (Hrothgar the Black) Cowardice: Edelrad (Edelrad) Insolence: Isipisos (Lasii'ladi'oiyesren) Stupidity: Ashanaz (Ashari Al-Qazur) [u][b]The Ten Virtues and Associated Archangels:[/b][/u] Generosity: Munificand (Branimir of Warlisz) Humility: Reverix (Helena of Thalakos) Kindness: Amicix (Aurelia of Carollia) Vigor: Valenand (Macianus III) Contentment: Contenand (Otto of Lindermetz) Integrity: Fidelix (Eleanor de Perpignan) Justice: Verusand (Benedict the Blessed) Bravery: Forticand (Arcel the Victorious) Civility: Comix (Junianna Arbrozzi) Cleverness: Sagand (St. Defrois) Equal to but outside of these twenty exists Reshta (known as Vyshta in yasoi), the uncrowned goddess of Fortune. A wholly impartial arbiter of fate, she is the counterpart of Dami's intelligent judgement. Neither angel nor demon, she is paradoxically both.[/hider] [hider=Five Heavens, Five Hells][h2]Five Heavens, Five Hells[/h2] [h3]According to Ipte[/h3] [b]Heaven[/b]: known as Ipte's Palace, it is a place of much beauty and love, where music and art flourish and good people can spend their eternity together. Endless pleasures of sensory, sexual, emotional, and tactile varieties can be found. [b]Hell[/b]: truly bleak, this hell is an endless, empty, and barren landscape that the damned soul wanders through with dulled and muted senses. It is eternal and unrelenting. [b]Redemption:[/b] This is achieved through somehow creating love or beauty in the hopeless hellscape of Ipte. The demons know if this is genuine or not. You must embody the god's virtues while literally going through hell. [h3]According to Shune[/h3] [b]Heaven[/b]: known as Shune's Library, it is a place of endless adventure, exploration, and learning. One can 'leap into' books and live through their pages. This can be done fictionally but also as a form of reincarnation into a different place or time. This allows your soul to learn and discover more but comes with risks as well. [b]Hell[/b]: A maddening and endless labyrinth, it is relentlessly hopeless, dull, and unnavigable to the point of being hellishly boring. You find yourself very forgetful. The maze tantalizes you with escape at first, yet you never can achieve it. It changes in ways that make no sense and defy existing laws of nature, rendering your knowledge useless. In a sense, it is a hell of endless frustration. [b]Redemption:[/b] You can be redeemed by freely and kindly sharing what you know with others and by always endeavouring to and finding ways to learn in a place where it seems impossible. [h3]According to Oraff[/h3] [b]Heaven[/b]: known as Oraff's Garden, it is a place of infinite wonder and beauty, fantastical biomes, and flourishing life, like the Garden of Eden. Here, as one blessed by Oraff, you have the tools to sculpt life of your own and bring it into existence. It is an Endless Grove of Creation and all animals and plants, it is believed, come from here. [b]Hell[/b]: This is a place of endless death. Your soul resembles and feels like your physical body but receives no nourishment or sustenance. This body dies and decays, yet you remain conscious and helpless against first the agony and then the inability to do anything. This extends to the world, which starts out beautiful and dies around you. You eventually collapse into nothing and begin again, but you remember each cycle and the experience becomes increasingly tarnished. [b]Redemption:[/b] You can be redeemed by trying to protect life within the hellscape. Either as a way out or as a final rite of passage to redemption, you may be reincarnated as an animal commonly slaughtered. [h3]According to Eshiran[/h3] [b]Heaven[/b]: It is known as Eshiran's Colosseum: You live here training, fighting, and learning, to achieve epic levels of strength. This newfound skill and might can then be tested against beasts and monsters from the mortal plane and even against the creations of Oraff's Gardens. You may receive wounds and understand the feeling of them but never suffer. It is a place of endless invigorating challenge. [b]Hell[/b]: Your punishment is weakness. You are repeatedly reincarnated as a weak, lowly animal. You join the hunt with no chance of living and are endlessly hunted. Even more sadistically, you get to go to the heaven of Eshiran's Colosseum as a weak creature. [b]Redemption[/b]: You can be redeemed by showing bravery and willpower and never giving up in spite of your hopeless circumstances. [h3]According to Dami[/h3] [b]Heaven[/b]: It is known as Dami's Chamber. You are welcomed into the ruling body that makes the laws of heaven and hell and called to the judgment body of souls. You can choose to reincarnate at any time if you wish. You can also freely visit any Heaven or Hell. This is considered the most difficult of all heavens to enter. [b]Hell[/b]: This is a multilayered hell. The first is a world very much like the one you came from. Yet, it is a place of constant, harsh, unrelenting judgement. Every single one of your deeds and thoughts is judged by the demons and you are aware of it, almost as if it is a social credit score. The second layer is simply an unending void. You are conscious, but there is no stimulation whatsoever for you to encounter. [b]Redemption[/b]: You can be redeemed by demonstrating thought that is consistently both logical and compassionate. If you are condemned to the void, however, there is no escape. [/hider] [hider=The Darhannic (Hexaic) Faith][center][h2][u]The Darhannic (Hexaic) Faith[/u][/h2][/center] As many know and acknowledge, the Quentic Faith is dominant throughout much of the twin continents of Constantia and Severa. We can think of if as occupying a place similar to that of Christianity during the Renaissance. It is, however, a significantly different religion in many respects, being polytheistic and more based upon dualities. Also recognized is the yasoi practice, which is called the 'Chosen Creed'. This is broadly similar to Quentism, though it has some fundamental differences in how it handles the nature of deities and divinity. It also views the yasoi as a 'chosen people.' The second largest and second most important religion, however, is Darhanna (Hexaism). Some have called it a monotheistic religion masquerading as polytheistic. The five essential deities of Quentism (Ipte - the lover, Shune - the learner, Oraff - the creator, Eshiran - the destroyer, and Dami - the judge), with their male and female aspects, are based upon the five moons that appear in the night sky and are present in Darhanna as well. However, in this faith, the planet Sipenta (Hammurat) itself is considered to represent a deity too. That deity is Vashdal, the Dreamer. This sixth and greatest of Gods comprises two aspects: Ahn-Vashdal - the seer of what has been, and Vashdal-Zept - the seer of what is to come. It is held that they reside deep in semi-eternal slumber, embracing each other. Darhannists believe that the dreams of Vashdal are what created the other Gods, and what govern what takes place on Sipenta and all that lives upon it. When the Dreamer awakens, it will be Marhazannet: the Time of Judgement. Should Vashdal awaken from a pleasant sleep, Ipte, Oraff, and Shune will have all limits on their generosity removed and creation will not only continue, it will flourish. All people will be granted the power of the Gods. Should the Dreamer awaken from a nightmare, however, Vashdal will allow Dami to pass harsh judgement and Eshiran to run rampant. Creation shall face its end. Thus it is written in the Ar'qush, as kept by the Chamarine Order. This is the sixth great holy order of the twin continents, but is quite small in numbers and is only active within the countries that practice Darhanna. Its monks and nuns must all possess the Gift. They fall into two suborders. Greyscale Chamarines are Keepers of the Dream. They maintain the continuity of existing narrative in terms of history, belief, and (some say) time itself. Rainbow Chamarines are the Shepherds of the Dream. They are psychologists, mathematicians, mystical seers, and astrologers who advise those in positions of power and act at pivotal moments to influence events. Of course, this entire system is considered blasphemous by Quentists whose religion is technically the older of the two. In particular, they view Vashdal as a heretical addition to their pantheon with a basis in neither scripture or reality, but instead in ancient superstitious belief. In truth, Vashdal is a holdover: the prime deity of an ancient monotheistic religion known as Zihapset which used to be practiced all across Severa. Darhanna is the uneasy compromise that resulted when Quentism tried to spread to the region. While eastern Severans adopted the new practice, people of the western half of the continent accepted the new deities, but placed these below their own. Thus was formed a new faith. While Darhanna thrives in Inipor, Virang, Paggon, Malabash, Tettar Kansa, and Firraz, and is present in Balbri, it suffered a major blow when the Zaqhory people of what is today Torragon were conquered by Torraro invaders from Constantia. Here, it survives only in stubborn pockets in the high desert, especially among non-Torraro people. Many have actually adopted Torraro-sounding names in order to avoid discrimination and to lessen suspicions about their faith. Yet, the noose has been tightening. While the state religion has been Quentism for the past 350 years, Darhanna believers used to be able to pay a head tax to continue practicing. This was revoked 88 years ago amid a spasm of superstition and persecution. [center][h2][u]The Darhannic (Hexaic) World[/u][/h2][/center] For your convenience, think of these countries as being roughly analogous to Arabic, Persian, and Mughal-era Indian equivalents on Earth. Virang, in particular, is a great power, and often allied with Belzagg and Perrence across religious lines against Torragon, Joru, and Revidia. It is a hot place, covered by vast swathes of rainforest as well as some mountainous regions on its southern peninsula. Terraced fields, intensive agriculture, and burgeoning cities abound. The eastern edge of this country is bounded by the great Miharapori River system, which is navigable all of the way up past Lake Ahangaziz and is an invaluable part of Virang's transportation, trade, and cultural fabrics. Inipor is the cultural and religious heart of the Darhannic world. Think of it as occupying a position similar to Saudi Arabia, but full of lush tropical lowlands and wetlands instead of harsh desert. There, vast ancient cities, with their spires and minarets, soar into the humid air, and fertile fields spread across the river pans. Within the sparkling, cosmopolitan capital of Hashah, one may find the Endless Library of Hanom'Riqash, the Silver Palace of Menhashah, and the Great Idasque of Inipor - the holiest site in all of the Darhannic faith. Malabash is mostly subtropical highlands, graduating from rugged bamboo forests in the far west to a lush region at the headwaters of the Miharapori, full of terraced fields and mostly rural in character. It is a peaceful, neutral nation for the most part, relying on its terrain, its relative lack of wealth, and a stout defense to discourage would-be invaders. The eastern section, which borders Torragon, is known for being quite arid, though important for trade. Think of Malabash as being like classic Afghanistan, Eastern Persia, and Pakistan. Firraz is a dry, scorching, desolate place. It is the last remaining homeland of the Zaqhory culture after it was wiped out when the lands known today as Torragon were conquered by the mounted hordes of the Torraro. The western 'fork' is endless rolling dunes while its eastern counterpart trends rockier and more Mediterranean by the coastline. The people here are hardy, communal, and quite xenophobic. They are known for being suspicious, superstitious, and backward. Tettar Kansa is the remote outpost at the edge of the Darhannic World and, according to some, exists because Malabash cannot be bothered to conquer it. Yet, this largely-rural country (not a nation as it is made up of at least a dozen different ethnic groups and languages) is more important than it appears, controlling much of the shipping traffic that travels through the Strait of Temacca. If Tettar Kansa is the northern outpost of the Darhannic World, then Paggon is its southern equivalent. The only Darhannic country located in Constantia, it has only avoided being the target of endless holy wars because of the six Yasoi nations that separate it from the Quentists. A mercantile oligarchy located on a rugged, mountainous peninsula covered in cloud forests, it is known for being importer, exporter, and originator of rare and valuable wares and produce.[/hider] [hider=Old Eskandr Religion][h1][u]The Five Wardens[/u]_________ __ __ _ _[/h1][h3]Father. Mother. Sister. Brother. Visitor.[/h3]The Gods of the Eskandr are not all-powerful. These people are not so arrogant as to claim such though, in recent years, as their culture has rubbed up increasingly against that of the Greenlanders, their gods seem to have gotten stronger, perhaps in competition with those of the Pentad. While the two pantheons would seem to share the essential similarity of being based around five deities, it is not this simple. Rather, the Eskandr view four of their five main deities as a family, with each of the five members acting as warden over a particular realm. There are many lesser deities to help them, along with demigods, wilderness spirits, and ancestral guardians. Below is a rough guide to the Eskandr belief system. [h2][u]Realms & The Femrigr[/u]_________ __ __ _ _[/h2][sup][h3]Arbeid. Hjem. Glede. Krig. Død.[/h3][/sup] To the Eskandr, there are five essential realms of being, each representing a particular set of spaces and activities within the world (and without). These are Abeid (Work), Hjem (Home), Glede (Pleasure), Krig (War), and Død (Death). As you move from one place and pursuit to another, you move between the protection of the Five Warden Gods. The realms which they guard and the duties of people are recited by Eskandr children in a rhyme known as the Femrigr. Many carry its words with them through adulthood and will repeat it as a sort of comforting ritual. [i]Father guards the realm of work, for he is strong and sure. He knows his job and does it well, just as I know mine. Mother guards the hearth and home, and there we pray to her. She will feed me and protect me up until I cross that line. Sister walks to market and hurries about town, Yet she makes time for merriment and just as well should I. Brother fights the Greenlanders and strikes his rival down. I will follow him with bravery, from now until I die. To act with grace and purpose, I shall always do my best, Until the Visitor arrives and takes me off to rest.[/i] [h3][u]Father[/u]_________ __ __ _ _[/h3] Father is provider and protector. He is generous but stern. His realm is that of duty, work, and labour. He is warden of leaders, fathers, men, labourers, craftsmen, brewers (disputed with Sister), miners, sailors, farmers, rain, the harvest, and judgement. There are lesser deities to help him with each of these. In terms of physical space, Father's protection extends to all public and work spaces, farms and work animals, and to the sky. He is known for his temper when wronged, however, and is also the secondary deity of War after Brother. In particular, he watches over sailors, foragers, and engineers. Father is happily married to Mother, though he grows a bit lecherous as he ages. Despite his wandering eye, he never actually strays. This is a subject often addressed playfully in Eskandr literature, song, and performance. Father has also grown rather stout, courtesy of Mother's excellent cooking, but remains incredibly strong. He will often carry mother to bed. His is also the job of ridding the property of pests, as Mother is usually too busy, Brother is away, and Sister is afraid of them. Though brewing is under the wardenship of Sister, Father is so fond of mead around feast days that it is said that he has unofficially stolen it from her. Thus it is considered a customary offering to him. [h3][u]Mother[/u]_________ __ __ _ _[/h3] Mother feeds, warms, and clothes her children. She is kind and loving, but expects much. Her realm is that of the hearth and home. She is warden of food and drink, filial and parental love, water, childbirth, memory, and learning. Beloved of Mother are cooks, mothers, women, teachers, homebuilders, storytellers, priests, scribes, sailors, and children. There are also lesser deities to help her with each of these. In terms of physical space, Mother's protection extends to all homes, harbours, and churches and to the sea. She often looks after sailors and brings them home safely. Mother is happily married to Father though, as she ages and he fattens, her eye starts to wander- a fault that she often chastises [i]him[/i] for. Still, she has never actually strayed. Mother often frets about the order of creation, from great to small things, and her obsessive, anxious attention to detail is often addressed playfully but respectfully in Eskandr song, literature, and performance. It is said that she has a magical goat, Heldig, who she lets taste all of her creations before giving them to Father, Brother, or - especially Sister, since the latter is a very picky eater. Mother herself appreciates currant pie very much, but it is the one thing that she cannot cook well, so Sister or Brother often bring it to her. This is seen as an appropriate offering. [h3][u]Sister[/u]_________ __ __ _ _[/h3] Sister is a merry soul who brings light, love, and laughter to the world, but she can be fearsome when angered. Her realm is that of pleasure, community, and romantic love. She is warden of lovers, girls, merchants, brewers (disputed with Father), bargaining, beauty, sexual intercourse, gambling and gamblers, games, and mischief. There are also lesser deities to help her with each of these. In terms of physical space, Sister's protection extends to all public spaces within the community that aren't work spaces and all gatherings and parties. Along with brother, she guards the land. Sister is also not to be trifled with, however, and is the tertiary deity of War after Brother and Father. In particular, she is the guardian of scouts and rangers. In terms of her temperament, Sister is very much like Father. She is a shameless flirt but still guards her dignity to a respectable degree. She is well known for her mischief and tricks and has a strong lust for gold, money, and valuable or beautiful things. Due to an incident in her childhood, she is said to be deathly afraid of mice, and this, along with her notoriously picky diet, is often played for laughs in Eskandr song, literature, and performance. Sister is very fond of her drink, though she prefers expensive greenlander wines to mead. As such, the struggle to be warden of brewers between herself and father is one that she is secretly willing to lose to keep him happy. It is often joked that there is no good offering for Sister because she won't eat very much but, in practice, wine is used. [h3][u]Brother[/u]_________ __ __ _ _[/h3] Brother is a bold and adventurous sort who brings discovery, magic, and victory in warfare. He is warden of nature, boys, travelers, magicians, explorers, raiders, soldiers, roads, plunder, discovery, horses, and shepherds. There are also many lesser deities to help him with each of these. Brother's is the big wide world beyond one's town or village and, because he has such a large realm to be responsible for compared to the others, his protection is often tenuous despite his youthful vigour. He is said to enlist sister when he can, and this is why communities tend to spread outwards when they flourish. Some Eskandr consider Brother to be the most important of the Gods. Brother is young and strong and he is a powerful warrior. This makes him the primary deity of Warfare in Eskandr culture, ahead of Father and Sister. He is also seen to help Father and Mother with the harvest if he makes it home on time from his travels. Brother is not a grim personality, however. He is said to be 'home' in his temples and churches less than the other warden gods because of his insatiable wanderlust. This has lead many yasoi people to also respect him as a guardian spirit even though he is not officially part of their belief system. Brother is quite handsome but, unlike Sister, is not quite as selective in love. He is said to be eager to bed just about any woman and some men. This makes a common appearance as a theme in Eskandr song, literature, and performance, as does his cast iron stomach. It is said that, in contrast to Sister, he will eat just about anything. Once he ages, they believe he will be quite a bit rounder than even father. He does have his favourites, though. Brother prefers a hearty side of mutton upon returning home from travel or war, and this is an appropriate offering for him. [h3][u]Visitor[/u]_________ __ __ _ _[/h3] Visitor is a quiet, gentle, and wise sort, who only makes an appearance once in a while. Their realm includes sleep, peace, time, and death, which they bring to the world. Visitor is warden of night, sleep, the elderly, ill, and injured, magic (along with Brother), and the passing of time. There are also lesser deities to help them with those. In terms of physical space, the Visitor's domain comprises the human body itself and he is responsible for its protection during the night. As such, one is supposed to leave a fresh candle as an offering for Visitor. He guards the three levels of the underworld: Rødhal, Guldhal, and Grønhal, consulting with Mother and Father on where a soul should be placed. Those who die honourably on the field of battle following Brother are guaranteed not to end up in Rødhal and, more likely than not, in Grønhal. There are three levels of afterlife in Eskandr religious belief. Rødhal is the first and it is where those who have not been virtuous in life end up. It is a hot and fiery place where souls are forced to subsist on meagre food and water, mining the great black mountains for the coal needed to heat the world. It is said that Eskand is so cold because the Eskandr are virtuous and send few people to Rødhal, while the greenlanders send many there, ensuring that their lands are well heated. The second level, where most people end up, is Guldhal. If one has lived a decent, average life or died too young to be proven good or bad (children are exempt from judgement), then his or her soul will reside in this level of the afterlife. It is very much like the living realm, but there is no war, disease, or deprivation. There is also little excitement. It is simply a peaceful afterlife beneath the golden sky of the eternally setting sun. The final realm, where the worthy reside, is known as Grønhal, and is a place of excitement, adventure, and feasting. There are great beasts to hunt, challenging and invigorating games to play, endless lands to explore, and fine wines, meads, and spirits to drink, along with endless savoury foods. On feast days, everyone will gather at the Visitor's table and those most honoured will sit closest to them. [/hider] [hider=Angic Beliefs][h1][u]The Angic Way[/u]_________ __ __ _ _[/h1][h3][u]The Ten Dualities[/u]_________ __ __ _ _[/h3] Popular in Rettand and northeast Callanast, religions based around Angic philosophy generally strive for balance in all things. In ReTan, this is reflected most concretely in the Twin Emperors, one of whom represents the Sage, and the other, the Scoundrel. While the former is held to follow the ten Virtues of the Sage and be disciplined, learned, and stable, he does not enjoy life in the slightest. The latter adheres to the ten virtues of the Scoundrel and is wild, foolish, and unpredictable, but derives much pleasure from life. A person who wishes to live in balance should learn to combine both sets of virtues. In all, there are twenty that adherents of this belief system acknowledge, paired in ten great dualities. Each pair has three Exemplars. While there is one to represent each of the two virtues in their most extreme form, the third is described as having lived a life in perfect balance and is most highly regarded. The figure of the An-go is held to have achieved balance in all ten dualities and is thus known and honoured as the 'Enlightened One.' While he is not worshipped in the strictest sense, he is held up as an exemplar and as a being whose wisdom permeates creation and may be appealed to. The twenty virtues, divided into the ten dualities of the sage and those of the scoundrel, are: [table=bordered][row][cell]Sage[/cell][cell]Scoundrel[/cell][/row][row][cell]Logic[/cell][cell]Passion[/cell][/row][row][cell]Acceptance[/cell][cell]Action[/cell][/row][row][cell]Trust[/cell][cell]Skepticism[/cell][/row][row][cell]Creation[/cell][cell]Destruction[/cell][/row][row][cell]Obedience[/cell][cell]Initiative[/cell][/row][row][cell]Truthfulness[/cell][cell]Obfuscation[/cell][/row][row][cell]Community[/cell][cell]Individuality[/cell][/row][row][cell]Bravery[/cell][cell]Self-Preservation[/cell][/row][row][cell]Tradition[/cell][cell]Reform[/cell][/row][row][cell]Natural[/cell][cell]Constructed[/cell][/row][/table] [/hider] [hider=Tosatsu][h2]Tosatsu: Way of the Kami[/h2] Tosatsu is the Nikanese version of Angic philosophy. It differs from mainline practice in believing that balance is not the be-all and end-all and that both the great and terrible things that have shaped our world and give our lives meaning happen when one consciously leaves balance behind and sets out to achieve a Great Work. In Tosatsu, the Elder Kami (gods) who created the world and remain to shape it were such beings. In fact, everything in creation reflects the dualities and manifest those into the world, affecting the balance of things around them. One may gain in a particular virtue by interacting with these representatives of the virtues and accepting or fighting their influence. This belief system acknowledges the overall good of balance, but decries an absolute adherence to it. What is joy without sadness? Laughter without fear? Calm without anger? It is the moments when people strove beyond norms that created the great acts of history that have the power to move and that poets still write about. Tosatsu is deist and practical first and foremost, recognizing the power of the gods and so honouring them. It also honours the achievements of the An-go. Similar to Angic philosophy, afterlife beliefs consist essentially of a cycle of involuntary reincarnation. One may move up or down on this ladder unless one achieves enlightenment by becoming an exemplar of a virtue or living in perfect balance. Essentially, there are three paths for each duality and all must be honoured in the measure best for the community. Once a person has achieved enlightenment through one of these three paths, they may manifest through things in creation that represent that and elsewise live on in a sort of celestial heaven. Otherwise, they may voluntarily choose to reincarnate, but with some of their memory and wisdom from previous lives intact. These are known as Ten-Umare (heaven-born) and if someone is believed to be one of these, they are greatly honoured and heeded. One can move down on the ladder. you live a shitty life, you come back as a squirrel. You're a jackass squirrel, you come back as a stone. You live for thousands of years as a stone, being eroded by the wind and water, knowing peace and penance for your misdeeds. Everything has a soul in Tosatsu. [/hider] [hider=Veterism][h2]Veterism and Vossoriya[/h2]Veterism is a distant branch of old Quentism practiced in Vossoriya and some of the surrounding states. It has been separated from the mainline church for close to a thousand years by the time of The Hourglass Order and significant divergence in belief has occured during that time. This faith is somewhat syncretic in its beliefs, with strong influences from old Eskandr Paganism and many of the shamanistic and animistic religions of Central and Western Callanast. While Veterites believe (fervently) in the five deities of the Pentad, they diverge in their beliefs about the nature of these. Instead of acknowledging two aspects only - ‘ahn’ and ‘zept’ - they acknowledge many equally, a good number of these being holdovers or imports from other faiths. Each of these is believed to be attached to a particular purpose, ‘realm’, or region, and they provide many avenues for worship of the Holy Pentad. While the Quentic faith acknowledges no official hierarchy among the five deities, despite Dami informally enjoying a slightly elevated position, Veterism does not shy away from making this distinction official. In their belief system, each God holds a special relationship with one of the five species and with one of the five classical elements, as follows: Ipte: Eeaiko (Water) Shune: Sirrahi (Lightning) Oraff: Yasoi (Earth) Eshiran: Hegelan (Fire) Dami: Human (Wind) As Dami represents humanity and the element of wind, he is honoured to a higher degree than the other four and his associated element believed to represent change, vigor, and deliverance. A common blessing within this culture is, "пусть ветер наполнит твои паруса" (Let the wind fill your sails).[/hider] [hider=The Chosen Creed][h1][u]The Chosen Creed[/u]_________ __ __ _ _[/h1][sup][h3][u]Ytpi. Shiin. Oirase. Exiran. Damy.[/u]_________ __ __ _ _[/h3][/sup] The yasoi belief system, known to them simply as 'The Path' and, to outsiders, as "The Chosen Creed' is an ancient one, long predating even the founding of the Avincian Republic. Superficially similar to Quentism, it formed the basis of this now-continent spanning religion. There are, however, important differences. To begin with, there is much less emphasis on the Gods' aspects. These are also not taken to be separate natures but rather merely different roles that they play. Ypti is female in form and is the Bringer of Love. Shiin, the Bringer of Wisdom, is male. Oirase is the Bringer of Life and is female, while Exiran, the Bringer of Death, is male. Damy, however, is the Bringer of Fate as opposed to choice and is male as well. It is believed that the Gods are not themselves eternal beings. Instead, they simply represent eternal needs and a collection of eternal power that searches out and finds for itself a host body. Every thousand years, the current manifestations of the Gods expire and five Bringers are reborn and live among mortals until their twenty-fifth year. There will often be prophecies left by the previous iterations of the five as to where these children will be found and what their natures shall be. The passing of time and mythologizing of words often leads to inaccuracies, however, or so it is maintained. Further, yasoi also recognize a sixth, 'uncrowned' God: Vyshta. Originally, she was the Bringer of Fortune, but she incurred the wrath of Exiran, who resented how she seemed to prevent his work, and Damy, who, for two mortal lives, had coveted her and was refused... despite his attempts to render them fated to be together. Hence, her two newest selves have failed to live to age twenty-five and she has been lost for one thousand nine-hundred ninety-eight years. Hence, it is said, the yasoi people are to wander the land, ever seeking after fortune and coveting that which they cannot have.[/hider] [hider=The Goddess Who Is Not][center][h2][u]Reshta: Lady of Fortune[/u][/h2][/center] One of the defining aspects of religion on Sipenta is its repeating pattern of five. This dwells in almost every aspect of Quentic life and that of many other faiths. Most obviously, it is based upon the five satellites of the planet: Lares, Ceros, Juni, Menas, and Dandres. However, uncounted is the faint ring that also orbits. While both human natural philosophers and theologians alike view the satellites and ring as ancient and near-immutable, yasoi tradition (and modern science) disagrees. Instead, these people hold that there used to be six moons and that the ring is a remnant of that sixth moon: Iviiren. In truth, Iviiren did, indeed, exist. It was destroyed during prehistory, bringing about a great cataclysm that resulted in the extinction of thousands of species, turned Dandres dark, and cooled the world for over a thousand years. The precise cause of the satellite's destruction remains unknown, though there can be found much physical evidence of significant meteorite strikes in the form of many lakes and seas on Sipenta which are suspiciously crater-shaped. Perhaps fittingly, yasoi religion, called 'The Path', views the fallen moon with significance, pairing it with Vyshta, the 'Goddess Who is Not'. They claim that the ring is fading over time and that, once it has disappeared completely, so will the fallen goddess' power. This will signal the end of the Age of Fortune and the start of the Age of Rationality and represent the extinction or at least drastic reduction of both magic and luck. In the religious tradition and cultural memory of the yasoi, Vyshta has always been viewed as a goddess, once equal to the other five, who was unable to renew herself, resulting in the destruction of her associated moon: Iviiren. They believe that all deities are attached to a moon and that all deities renew themselves, every thousand years, by taking the body of a mortal vessel. These are taken at age twenty-five and inhabited by the deity, retaining their original memories and some aspects of their personality. Thus the gods may continue to interact with mortals. Four thousand years ago, however, yasoi maintain that Vyshta's next vessel was killed by Dami, who was angry with how she acted as an agent of chaos within his grand order. In some darker, more deistic tellings, she rejected his love in one of their mortal lives and it was vengeance that drove him instead. Now, unable to enshrine herself above, they believe that she leaps from mortal vessel to mortal vessel, hoping that one of these will make it to their twenty-fifth year and allow her to take the reins so that she can ascend. Yet, without fail, they either die before then or refuse to give up their mortal lives. As word of the Pentad was brought to humans by the prophet Namyel ('King Namyel' in the Menana and 'Namyel the Wretched' in the Orpash), they altered the nature of the gods and their worship, developing a system of 'One God, Two Aspects' for each member of the newly constituted Quentic Pantheon. Yet, the unofficial sixth goddess was widespread and popular, filled a phenomenological need, and acted as an important thematic counterpoint to Dami. Unlike the feeling Lover versus the thinking Learner, and the kind Giver of Life versus the harsh Taker of Life, Dami, alone, was without an opposite number. Yet, none could stand equal to him, as Quentists believe that order shall overcome chaos. Hence, Vyshta, who humans had taken to calling 'Reshta', was inducted into the pantheon at the level of Archangels and Grand Demons, as a compromise. Even here, she is an awkward fit: neither angel nor demon, and the only one who is viewed as permanent and immutable among them. Her true nature remains a point of contention between the two related faiths. One thing that both The Path and Quentism can agree on, however, is that Vyshta or Reshta is portrayed as a young woman, often smirking, with one leg. In yasoi iconography, she stands at the fulcrum of a lever and cannot have one foot on each side to balance it. Without fail or recourse, it is forced to tip either one way or the other when she moves. Quentic representations find this too similar to Ahn-Dami's scales of choice and replace the lever and fulcrum with a pair of dice: a black one in her left hand, and a white one in her right. While this loses out on the original intent, it has a connection of its own. When making the Quentic Sign of the Pentad, Eshiran's gesture points to the left hip, and so the black die, on the left, represents death and ill fortune. Oraff's gesture indicates the right hip, and so its white partner, on the right, is indicative of life and good fortune. However, in yasoi prayer, this dynamic is reversed. An easy way to tell if an idol of Reshta is human or yasoi is to pay attention to which leg it is missing. As the left leg is Eshiran's in Quentic tradition, a Reshta missing it will be seen as skewing towards life and good fortune, while one missing its right skews towards death and misfortune. For yasoi idols, the precise opposite is true. Generally, there is a preference of about 4:1 for good fortune idols, though uses exist for their counterparts as well, most especially in the field of curses and vengeance.[/hider] [hider=Zodiac Signs][h2]Zodiac Signs[/h2] [h3]Twin Continents' Zodiac Signs[/h3] Rose: Tiptos Lyre: Tellos Book: Vardes Lantern: Assani Tree: Velles Ambrosia: Mittria (Reshta): first day of Ardanes Skull: Ardanes Sword: Jores Scales: Carles Hammer: Zales [h3]Sawandi & ReTanese Zodiac Signs[/h3] Tiger Owl Hourglass Cobra Dragon Ox Monkey Sage Tower Lobster Rat Pig Crocodile Dolphin Hammer[/hider]